I think you relied a little too heavily on images for materials. The lighting in the brick diffuse is fighting your scene lighting. You have a horrible seam running down the wall. The floor tile doesn't appear to be bumped or spec mapped, if they are its not working correctly or you plugged in the diffuse which is pretty…
How about one where a certain bump texture on one model has to be a png, or it literally crashes the entire game. Nothing else in game has that issue, and the original model was made with a newer version of the software your using so you cant attempt to reexport it. It also contained the spec, and was supposed to be a low…
On PSP, we're pushing around 50,000 tris/sec I believe (depending on the camera). I'm not sure on our texture budget, but we certainly made things smaller. Most of our textures were reduced to 1/4 their original size. Screenshots here We're not doing a DS version, so I'm unsure of it's specs.
Hmm. That's a much older-style blued finish than I expected. I suppose you're not far off with what you have, although I think you're a little too gray right now, it could use a touch of deep blue. Look how rich the blue in the spec on the barrel is - it's almost a navy blue. I usually include a very soft environment map…
No problem Bertmac It would be nice if someone did a good solid SPEC guide, one that gives good general figures for known materials, almost like the Index of Refractions for transparent objects. If anyone knows of one or is prepared to make one that would be a great crib sheet. In the meantime Id suggest maybe opening a…
That does look better, but if you have a custom AO instead of relying on the engine i think this will help out alot. The reason the Spherical Reflection affected the water and nothing else is because your spec is set to 0 and then your metallic and roughness are set to .5 (is what it does if you have nothing plugged in)…
really nice work on these, very clean and balanced. my few crits would be that the teeth are blown out too bright and the edge of the eyeballs are over darkened. also the spec seems a bit too much. for the spec, you seem to have tinted it blue too much to counter the skin tone which is actually not needed afaik in marmoset…
Holy crap thats awesome! The high poly sculpt is jaw dropping. The spec needs adjusting, mostly in the flesh, hair and cloth. They are way to shinny. The flesh color is a bit too yellow/orangeish even for someone with "olive skin" its too much. These pieces have the same treatment in the spec (highpass filter) as the metal…
vj_box: yeah i have a spec map done. what ill do next is put the prop in the world in Unreal and create a simple light set up to show my spec+normals better.currently im taking screenies from the mesh editor. heres an update on those UV 's hope its better thanx for the help really appreciate it. and the texture. quick…
Hi. I'm planning on working in the game industry as a 3D Character Artist (it could be AA, AAA or indie, though I'm focusing on stylized characters so maybe AAA is off limits). I'm currently on my way to finishing my first decent-quality character for my portfolio. My current specs are: - Motherboard: ASUS H170I-PRO - CPU:…