looking great! but some parts are looking too matte rather than having that spec metal usually have. maybe keep the steam above the area and on the lava areas for some contrast. great stuff
i remember something like this on an old machine. turned out to be the motherboard which was unable to support power hungry devices at the upper end of the spec properly. design flaw. the power supply was sufficient, mind.
Here are the wires and maps, I could have optimized the UVs a little more but didn't stress over it since I really just wanted to practice texturing. AO/Normal/Wires: Diffuse: Spec:
Thats an improvement, but i think the difference between the darker and the brighter (peeled?) Metal is some kind to Soft. It looks like that these Metals are using the same Gloss/Spec/Roughness Values? Keep on working, this will be good!
Absolutely true, the rendering specs doesn't seem like anything unnatural though, it probably does feature the final look of the game, but as always they push anti-aliasing to the max when doing pr shots.
Why not? It's the future! 8) I see what you mean though. It's supposed to be a spec effect, not really mesh. It's what Brad was talking about with the noise. Makes it look like a bump effect. 8/
Ooh, that cracking texture is nice, but a bit too strong maybe. I think it'd look nice if you added it slightly into the normal map and gloss/spec so it affects the shading a bit more.
Thanks man! I really got used to offline renders so tweaking glossy-spec values for realtime engines is a bit tricky and sometimes feels comlpletly random to me. I should dig it.
Worked some more on the spec and such. Feels like i dont really know how to improve it more. So im just gonna start on the invironment stuff now and maybe go back later.
Check the min spec for max and make sure you meet or exceed it. I think it requires a card that has vertex and pixel shader 3.0 capability, if you are on a laptop there is a good chance it is under powered.