Thanks Jessica! Really appreciate it. Here is the finished version, thanks Jackson (Onelunglewis) for the awesome class! Final Specs: Character - 24717 tris Crossbow and Quiver - 5688 tris 2048 x 2048 body map (diffuse/normal/spec) 1024 x 1024 head/hair map (diffuse/normal/spec/flow) 1024 x 1024 crossbow/quiver map…
That's fine. I know everybody uses a different system for how they pack their ARGB channels, and it changes from title to title too. You should commit to one layout for now, just to get something rolling. Maybe something like this... diffuse map alpha = transparency spec map alpha = spec power spec map rgb = spec color…
hey guys ;) i had hard time to create the best matcap ever to bake normal map in Zbrush. the normal maps shown into the last video i posted here, was technically entirely wrong, which is not the case right now The most important for any normal map that i create from Zbrush, is to make sure the normal map will 100%…
I've noticed that a lot of your normal maps seem to be just the Nvidia plugin run over diffuse maps (or at least it looks that way to me). If high res modeling is an option, I would do that for some of those things (especially the character). But if you want to use the photoshop plugin, make sure you create a custom height…
Just one comment about your presentation, you should brighten your texture sheets for display on your website, so that people can actually see what is in the texture. Don't change the ones you actually use on the model of course. I second what others have said about and baking more stuff into the map. I actually just…
Going off your description, a lot of times you will want metal in UE3 to have a specular intensity over 1.0, so I would try plugging your spec map and a scalar parameter into a Multiply that plugs into the spec output. Depending on how bright your texture is, try values around 1.5-3.0 And don't put your spec power up to…
Spec changes: - I started off with crazybump, saved the spec to photoshop and touched up some things (I should have tweaked it tighter in crazybump). - The label plates and the buttons are a solid spec consistency not based on the diffuse color but the reflectiveness of the material. - Reversed the lettering because the…
Finally finished this damn character character itself normal map emissive map spec level spec color diffuse all at 2048X2048 weapons(both shield + spear) emissive spec level spec color diffuse normal map 1024X1024 map here you go guys Im now starting on my RTS character from warhammer, making a style character thats based…
i think the reason it comes across as too shinney is because there is no spec map yet.. just an overall spec value.. i think once i paint a spec map the spec will be in the right places... thanks guys.. when i am done i will make it available for everyone.. edit: oh yeah and the shader is a mental ray shader.. so users of…
thanks for the detailed reply. It looks like i have alot to work on in my spec. I think that ill add scratching to the spec to show paint variation, rather than just scraching the diffuse and see how that works. I also will upload my updated spec as it is now much different than the spec i have posted, thank you all for…