If you use a viewportshader like mine, it ignores the Driver settings. Though 4096 is really, really big and you will probably get into trouble if your spec and diffuse are also that size.
Cheers. More with the progress. I was right about the shiny eyelid bit, so that was easy enough to fix. Made some tweaks to normal and diffuse maps, and am working on the specular.
Thanks SHEPEIRO! Here's a small update, haven't had that much time lately. Moving towards the specmap if there isn't anything else with the diffuse so comments are really appreciated :D
Normal map baked to a 512x512 and textures at 512x512, normal, spec, diffuse and height map (for self shadows in the game engine). http://img413.imageshack.us/img413/8758/63525553ls5.jpg
just remember that if you are making a texture complimented by normal maps and spec maps etc. you want to use a different approach than painting in all the light information into the diffuse
finally finished it ~9400 trinagulated polygons, 1x 2048 (diffuse,specular,normal,alpha,reflection) I'm too laizy to fix the problem, maya has with mirrored normalmaps, therefore please ignore the seams comments please
Hi there. I was wondering if anyone can tell me the reason why my gem shows up so grainy in the render. I'm using mental ray with arch&design material (0 diffuse and 1 transparency setting).
Hello everyone ! :) here is a character I'm working on for several weeks now. polycount is 15000 tris, real time rendering with xoliul shader (really nice shader !) it still a lot of work on the diffuse map, a nice posing and a pedestral. Guybrush.
I want to make a remake of dr. mundo with his executioner skin. This is my first time joining a contest. the idea question: is the texture diffuse only? it has no specular map or normal map? thanks