Seems like a lot of people here don't really have any idea the actual costs of making games - indie games are low spec because of time & money, not any hardware limitations.
Falloff only uses diffuse, eliminates spec and normal. (but worth a shot) I guess this is why people don't normally render stuff out in max and just pop it in UDK or Crytek. :D
Im making this weapon for the cry engine 3. It will be a first person weapon, so it will be really close to the player. For the texture space i will probably go with a 2048*2048 or with the cry engine 3 spec...
hmm, I think the trick would be to mask out the cubemap on the body work so it doesn't look as glassy as the windows. Then you can rough it up a bit in the spec until you're happy.
This! Spec maps are slowly becoming a thing of the past! Gloss maps (aka roughness maps) are all we're gonna need in the near future! And I can't fucking wait. http://www.marmoset.co/skyshop
That is awesome! Very alike, I do believe that the render could be better, work on the spec map and gloss would be nice. You kinda want the normal detail to actually show pores and stuff.
I'm rendering it in Blender at the moment, but everything will be in Unity. Added some more variation to the colors on the diffuse and some of the specular values, and also darkened and roughed-up the spec. TRIED to make it rougher, at least.
A suggestion for the eyes. Also, I'd try to keep the lashes blocky and not to realistic, to better match the overall stylized feel. Not sure if you've gotten to it yet, but her skin could use a little spec.
After a year of learning I decided to try making the low poly version of this again and this time everything clicked. No simulator specs, just a plain vehicle. I hope to be done with baking tommorow.