Update: Tue. June 4, 2019: Resumed texturing. Adjusted the overall colour scheme and cleaned up some areas by hand-painting them after an initial diffuse texture bake. :smile:
You could also introduce an alpha channel to your diffuse map in the area the holes are at, instead of fiddling with geometry. But, given whatever situation you're currently in / what you want, it might not work.
Done with the diffuse now. Just going to add a specular, then I'm calling it done. I might make the blue a bit brighter though. Overall, I'm pretty happy with the way it turned out.
>>so here's my work in progress, dialled back the detail on the most offending part (center), while the materials helped diffuse most of the noise in the lower part. @sziada>>> hey, thanks for the feedback.
Falloff only uses diffuse, eliminates spec and normal. (but worth a shot) I guess this is why people don't normally render stuff out in max and just pop it in UDK or Crytek. :D
There's still no lighting in there, I will darken all the floor, just putting some point light and diffuse light from the windows. But it still has to be a contrast between the "classy" floor and the dark basement/dungeon :)
I did not make any high poly sculpt for this one. It has only diffuse map. We are not allowed to use normal maps for this class. Thank you very much :) I appreciate it.
@oxygencube - Thank you so much! Here is my first pass on the gauntlet FINALLY! I took way longer then intended on this piece. Did a sculpt, bake and diffuse. Concept by the Darksiders team.
Also, the diffuse (albedo, base color) for the grass in skyrim seems to have a lot more contrast to it, and Ambient occlusion baked in to give it depth and detail. I think that alone would help a lot.
Plastic is not a metal so the specular should be low, generally anything that is not a metal is about .25 or lower. The plastic on the Wacom that you circled is a dark diffuse, a dark spec, and a bright almost white gloss.