A small update after I got done moving, new job and no Internet. I think I'm getting close to having the diffuse done, I need to get my hair alphas figured out.
I like the metal rings on the barrels. Did you heavily include it into the diffuse or do you have a special material setup for it? Also how did you get the water to bend/flow around the rocks?
Got the low poly done between the other stuff I have been doing, as well as the normal map and the base colors of the diffuse, gonna have it finished within the week. Rendered in Marmoset, 1,625 triangles.
The outside of the case feels more like plastic than metal to me. I think you should darken the outer case's diffuse to make it feel more like metal, and less like smooth plastic.
Quick update: Almost looks like I cheated and am comparing diffuse vs material but that's not the case, these two are the actual material snapshots: so left the default/old Ivy material and right the improved version.
Hey Hermit, Yeah I'm thinking for now I'm just going to do diffuse maps, I might add normals with Ndo2 later. Main reason is I'm trying to keep the process as speedy as possible.
M loved to the Unreal section, from Technical Talk, since your needs are specific to Unreal. Look into parallax mapping. Use the same pattern as a mask for both parallax and diffuse, so they match up better.
Maybe I'm wrong and not getting what you said, but where're the other texture if I do that? If I just select 1 texture in Diffuse map (bitmap), the VertexPaint won't have *two* textures to blend.
Update! Sorry for the long wait, I was moving and *just* set up my desk this weekend. Almost done textures, I think. What do you guys think? The base part is diffuse only.
I tried that but Ididnt get any significant change inthe foliage appearence .... Whats the use of opacity slot if I have the alpha map in the diffuse? and what kind of texture dneed to place in the Sss slot?