Oh ok. I think I get it. I'll read the thread. Thanks. In the second to last image, the edges were soft (one smoothing group), but the UVs were split at the edges. I was just trying stuff. I don't know what I'm doing.
looking great! It's hard for me to guess the material by looking at the painting alone in its current state (I know it's WIP). Everything reads a bit soft, perhaps having sharper corners would help with that. But then again, it really depends on what you're going for. Keep working at it!
This looks cool! The blockout alone got me excited. Just a nice layout. your lighting is a miss for me. The shadows are too dark and there isnt really enough bounce. The lighting in the ref is really soft and warm, almost like an overcast. More bounce, softer shadows.
the problem is you lightmap resoution on your floor. if u look at your other shadows on the floor you can see how soft they are, and the window shadows blur out completely, you need a much higher lightmap resolution, or make the main exterior light dynamic.
FactoriesBurning: For the specular map, I use my diffuse texture and I increase the contrast of some parts. It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular. example: Specular / Diffuse: Column_01:
Lookin pretty good. As Penguin said, some of your edges are way too tight, especially the main cross piece. Really exaggerate them so that they will bake better. The circular crank pieces are looking a tad soft right now, where the cross transitions into the circle.
Happy Holidays, guys! :) It's been crazy at school but I hope to get more stuff done through out this week. Here's the block out for Jhin. Overall, the shapes are still a bit too soft for my liking. Comments and critiques are very welcomed as always! <3
my comment right now, would be that the top piece, that "cross"... looks hard, not soft. maybe add a bevel only the top edges to make it look softer. thats just my 2 cents. very unique idea though, never seen one of these before.
That's some really good advice! I was gonna go nuts with alpha on a next design, but it's not required to make it look good. I guess it's possible to integrate a feeling of alpha in a fully opaque diffuse map, just by combining hard, dark textures with soft, fleshy ones.
Understandable as a Soft user. And many are still (and always will be) stuck on that second stage of grief. fyi, I was a softimage employee and went through acquisition and EoL until eventually I was made redundant, so yeah I know the pain and where the bodies are buried so to speak.