thank for your comments vassago I'm agree, the normal and spec mappig would be very cool for the Glest environments; but we develop this game some years ago and in that moment this isn't viable :-( Some models more:
1st gen of textures were much better in terms of low-frequency detail. Colours and materials were good. All you needed was adding wear and tear, along with a well loved spec map (colour).
Testing the low poly I never baked a high poly model onto a low poly, the tri count is less than 600 with a 512 spec and normal make, so I have a lot to play with.
Mop -- Yes, Brink was probably my favorite part of the show. I understand that you worked on it? the character work was *brilliant*.. very very good. Someone knows how to paint fucking spec maps man.
Looks like a fun park, but ya i don't see any Mayan at all and the spec on that floor makes it look like plastic. Maybe some mayan statutes and pillars, broken and whole, would help.
I have ocz in my system now, and its never failed and is fast. I heard that though there top tier fastest ram has lowered in specs since I bought however. Shouldn't this be in general?
After some time spent revisiting the diffuse and specular maps this is the result. A coworker also suggested that I add a spec color to help sell the metallic finish. Let me know what you think!
Me likes too! I like direction you took with textures and lighting. Contrasty green/yellow lighting, crushed blacks and spec blooms are pretty popular these days, so it's refreshing to see something different.
Okay, cool and all, but all of the materials look the same. Specular is a big part of this. The general luminosity of the spec is similar everywhere, be it wood, plastic, or the three distinct kinds of metal i count. Make that stuff pop!
ok tweaked the ears quite a bit, lots more shape to them now. Also added some more definition to her cheeks and gave the material some spec, seems to show the model off better.