Small update - I've polished the textures quite a bit, added dirt, unified the colours etc. Here is the result... I'm pretty happy with it now, time to go into UDK and add all the normal/spec maps etc.
@tystnad, your bake looks pretty good so far. One thing that might help with controlling the spec hilite on the box edges is to add a chamfer. Since the cylinders aren't attached, it should bea simple operation.
we do it at work, build the scene in max, texture, bake lighting/spec on top of the diffuse, import into udk. doesnt work for games worth shit, but if its just a camera and everything is static it works pretty well.
The spec may be a bit high on them. If they were freshly polished stone they would shine like that, but they should look more worn and beaten to match the rest of the scene (specularly). I really like it so far though!
Problem is i`m moving country so i`m selling my PC locally and will need to buy new again. So thought i`d go for whats currently an up to date decent spec.
Thanks! I'll go over the edges once more. Do you have any information on what these specs are for games like The Order 1886 or even Star Citizen? I thought ~15k would be okay for this generation.
Zbrush runs fine on my Samsung series 7 slate which has far worse specs (i5/4gb ram/intel HD GPU). They really should have put a haswell in these new Wacoms though.
the glow's pretty sweet, i like it! how did you do that? some comments: - the sword looks plastic-ky due to the specular. For metal, spec colour is blue. - you could add metal textures to the blade
Here is the scene with a basic lighting setup (still learning CE3) I'm not to happy with the floor yet. I probably will tweak the spec and gloss a little bit more. The POM needs some tweaking also. critique welcome
The spec on the wood is shiner than that of the metal. You could get away with making the metal look more metallic by playing with your specmap some, but definitely give it some attention. Otherwise, its coming along nicely.