if you have access to tf2 assets i recomend you to study them thoroughly , diffuse, spec etc , that will give you ideas on how to treat gunmetal etc on their engine :) good luck !
Very nice model dude, I would only say that maybe some variance to the colors of the diffuse to, maybe adding some greens and blues. and some sharper highlights on the small bumps. -J
But it is seamless. You're looking at the same spot in all three images up there - the seam only appears when I have the diffuse and alpha together - as you can see in the alpha in the middle, it is seamless.
looks good. it may be a good idea for you to bake AO shadows from the high poly into your diffuse texture. it will definitely help to give your model the shape you're going for with the normals.
I've not tried using max 6, not sure if it's possible. But in max7, under the bump map channel, create a Normal Bump material, then in that materials diffuse channel, apply your map image as a bitmap.
nice stuff dude, I'd be more interested in the specmap than the diffuse personally, since that's the map where materials are defined, I really like the hoverbike-y thing. planning to put this in unreal ?
Ok so I'm trying to finish this before dw. I add more grunge to the diffuse and made the scratches bigger and more apparent. I also added my spec and normal map.
Oh, also This vase is most likely not translucent, like you have in your material. It's pretty thick ceramic, and it's unlikely to have a light source inside it. Instead it has a gradient in the diffuse.
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Thanks oglu! yes i know what autobump does what i want to know is thoes settings below like camera primary, diffuse reflection? specular transmission etc