I have to ask about tent, it's look so amazing! It is created from unique textures, tileables or mix of both. Like unique normal map, but tiling diffuse/details ? If there is unique texture, what was the resolution of it ?
thank you for your feedback! And i agree, it is blobby. But when i hit 9.5k tris on the scene, i felt like it was enough. And there are of course no normal maps, cavity maps, or anything like that. Just the diffuse.
n88tr, i took a couple of minutes and made a compilation with some variations of diffuse, AO and normal maps. I hope it helps you to see and understand the difference of the map itself and the see those maps in combination.
Yep, if you take a look at the videos, under Sclera, you should see the part which I'm talking about the SS solutions I used, and how it's tied to your Half-Lambert of the diffuse. Cheers!
Looking forward to it matey. If you're just looking to do a diffuse only model then I would go with 3DC. If you wanna PBR it and make it look nice and lit, then better to go Substance, imo. Enjoy
This is a really cool idea. I would go a lot more extreme on the skin folds, as the fine detail you have now will just get lost in the final bake, and especially after the diffuse texture is added.
hey Criminal Im glad you posted here , also If you've got doom3 or quake 4 open up some of the textures and see how they combine the diffuse specular and the normalmaps to create the effect of metal.
Lights and pose for my portfolio with some minor diffuse/spec changes. It's still wip, before I start sending my portfolio out I'm going to do a final pass on the textures and call it done then.
After some time spent revisiting the diffuse and specular maps this is the result. A coworker also suggested that I add a spec color to help sell the metallic finish. Let me know what you think!
Really like how this is coming out! although, your concern for the grip would be some what of a nitpick but another texture could help out the look. also the diffuse get take a bit more detailing.