Just been Working on a micro Uzi possibly for an FPS game. Feel Free to crit (actually thats why i posted =P) Diffuse: Normal: Specular (i dont really know how to make this one, but i tried):
My Zangief redesign...Finished up his maps...has spec, normal, diffuse 1024x. These are viewport captures with 3 spots. Not super happy with how it turned out, but learned a butload working on this character. the polycount is 7k. Crits are welcome
The diffuse textures seem fine in the substance viewer but when I try to export them they come out too bright and its ruining all my work. been trying ages to find out whats doing it.
hi, just sharing this building asset I made. It's modeled after a real Church on Granville Island in Vancouver. Diffuse Map only. Lighting passes in Zbrush and composited in photoshop. Not sculpted or anything lol I just prefer using Zbrushes lights.
Hello everyone, I just decided to post the updates of my new personnal project here. I'm working with Diffuse only. here's the Design : https://www.artstation.com/artwork/Kr9ko Hope you guys like it, waiting for your feedbacks !
This is looking lovely. great work (Y) Care to share the baking methods/maps you use to go about generating your diffuse? Always been a blank area for me haha.
congrats on the 3dtotal acceptance! Pros: Dat belt is HOT Good presentation + base Good diffuse Cons: Clothing sculpture could be better Material definition a bit weak Overkill on polies.
Also, something that isn't as stylized as I do usually, but not fully realistic either. Some brain coral experiments. Reaction diffusion, curve, and tile sampler nodes where used mainly.
Very powerful aesthetic! One thing bugging me is the hard shadows cast by the teal light. Since it's coming from every direction, I would expect softer, diffuse shadows.
I have the color texture connected to the diffuse and the alpha channel, of it, to specular. Normal map texture to normal. And another texture ( black and yellow for the part that I whant to "shine") connected to the emissive.