Nice first post, this is looking great already :) A good diffuse and specular should make this look awesome. Got any plans to do a full map or texture set?
Cool. I guess all of this is just oldschool diffuse textures? No normals or spec or anything? Nice work ... makes me wanna try some more environment stuff
Dont just change the background, it wont help much if the rest stays as it is. Try to load a light rig with a more diffused setup. Shapes shading to black = never :P
metal is too diverse to be textured in one way, personally i start with photo refs, but often dim the detail in the diffuse and let the reflection/spec map do the work
Thanks for all the comments! [ QUOTE ] What'll this be used for? [/ QUOTE ] A demo reel. Here it is with cleaner wheels, and with the paint scratched out slightly: And the diffuses: Top: Carriage: Thanks again
Hey guys,i decided to give it some love,so i redid some diffuse and all the spec maps,also fixed the lighting.Lets hope i did not ruin the model this time ehehe Full size render here!
Now that I'm thinking about it, I should've added more subtle details like wrinkles and bone distinction and then cavity masked/poly painted these details into the diffuse, I will definitely do this and post an updated picture of the game res.
Hi Friends, Its my 1st post in polycount, it a wheel Barrow do in 3ds max and texture in photoshop 1278 triangle used in wheel Barrow texture size 512 * 512, Diffuse, Normal, Specular. Plz kindly comment..
http://www.cybergooch.com/tutorials/pages/lighting_rfom4.htm i found this link it's really interesting i know how to bake the light into the diffuse map but the problem its gonna be so large how can i make that light map?