I need to unwrap the high poly (even a quick and dirty flatten mapping works fine in my case) to bake or create a dirt map based upon vertex. Textools and EdgeFinder are both scripts which do this, and I have extra details on high poly which I would like to capture which I don't have on my low poly. @Bino: Thanks, much…
Not too shabby. The thing that bothers me most about the shack, are the window textures. They are far too bright for a dirty shack like that, and it looks like the "dirt" accumulated in them is an upside-down shadow. As far as the bulb on the light goes...it's HUGE Should be half that size, if even. As far as texturing…
One thing that stuck out to me: Some of the materials (like the black paint of the car and the metal of all the mirrors and handles) feel way too clean and shiny; needs a bit of "dirtying up" (you know, an alpha dirt map placed in reflection, or even a tiny bit more glossiness or bumpiness might do the trick [if you do the…
I was trying to avoid making anything too conspicuous since I'm mirroring/reusing quite a bit of map space, its also a pretty clean palace-like scene, but I can certainly push it more. I need to add some embers to the brazier going forward, so that piece can definitely use some dirty-ing up. Any suggestions, or just more…
[ QUOTE ] I'd like to dirty up the bottom of the wood panels on the lower part, but that's a tiled 512 texture... am I allowed to overlay another one? How? [/ QUOTE ] Probably use a second set of UVs which multiply on a dirt/blemish map. One main thing I'm noticing is that your normal maps don't appear to be normalized,…
I think the model is solid all around! It's the texturing that could use some work. The paint is very reflective on the outside, it appears even the rust parts are? I'd expect it to be a little less reflective given it's apparent age and especially given the dirt on the windows. It doesn't make sense that the windows are…
Small update. Created some new landscape materials; Mud, dirt and grass. Created a quick and dirty grass mesh to get it going - will be replaced by some proper - more varied - foliage. Experimented with some post-proc. Don't want the rocky-brown/grey to dominate too much, so some more foliage should help. Thinking I might…
nice work, I just got one crit I wanted to post, not every window should be cracked as they are now imHo, maybe keep one complete? or have one broken out entirely with some broken glass left on the edge/bottom of the frame? Also, the windows could use some dirt imHo, the whole car is rusted/dirty and all the windows are…
Well look at that, another piece of your work lands in my Awesome3DShit™ folder. I'd put the dirt on the windshield on the other side, would make more sense that the driver wipes that side clean (maybe some wipe dirtmarks?), and I'd make the mufflers more dirty around the bottom too. And yea the forks could use some…