Using phong? I suppose it'd be something like: Very low (or even black) diffuse with a copper colored reflections, rather bright copper colored specular with low power.
Hey Oni - I hear ya. I'm sure that will change when it has a diffuse and spec map. I'm only displaying normals in this shot (with a general spec setting in Marmoset).
Eh, I disagree. That method may give you big overblown normal maps... but they're totally inaccurate. The normal maps look nothing like what's in the diffuse texture.
Thanks! I'll make them deeper :) . When it comes to textures I want to maintain the painty look of the concept in the diffuse and try to get the same good looking highlights in the spec.
Why such a high tri count and low rez texture? and by 4x do you mean normal, spec ,diffuse, emissions? I wouldn't list it like that, just a 1024 and 256.
looks good. Normals turned out decent The edging on the diffuse (particularly the buckles) seem kind of heavy handed. I'd try thinning that out, or spreading it more thinly? No Spec?
Thats odd it didn't seem to mute my reflections at all really. Have you tried plugging the reflections into emissive and seeing how that looks rather than combining it with the diffuse?