Hey guys. I'll post some thoughts on your stuff tomorrow. If I stare at my monitor any longer I'm gonna go blind. Tried working on everyones comments. Still losing the spec war though.
Harbinger, the textures are 1024's, and my computer's specs are all what UDK recommends to have. I'm thinking it's a ram issue or an issue with the July update, because I never had lag issues before updating to July.
So what is the latest now we have a little more information on the specs. http://www.eurogamer.net/articles/digitalfoundry-gdc-2013-unreal-engine-4 Does this mean light baking will have to be done on PS4 and Xbone? but not on PC?
I agree with JordanLeigh, its difficult to make out anything in the scene. Nothing grabs attention and the lighting is dull. The materials all look like they have no spec/roughness attributes, making it difficult to separate elements at first glance.
Could you possibly point me in the direction of a good maps tutorial? Specifically asking normals and spec? I have a starting idea but haven't been able to place my finger on it exactly. Thank you for your time :)
I got all the texturing done for the Mirana items this weekend, sans spec maps/color masks. I'm going on vacation tomorrow, so I'll get that finished up when I get back next week.
I love the spec maps for that first image. But seriously, I would look into the shadows on your grass. Right now you've got that floating disconnect that just immediately draws my eyes and takes me out of the image.
http://www.marmoset.co/toolbag/learn/materials This tutorial should explain how to block in colour values in dif spec and gloss to get a base material definition! It even features leather and should work in Xoliul and many other shaders.
I had the chance for first comment and clearly you've proven I squandered it. As far as the sculpt it's coming along nicely. Between this and the Spec Ops post I'm starting to wonder if I should do a sculpt of Tyler Durden.
Here is my initial texturing update. I cleaned up the maps, got the base colors down, and am working the specs currently. C&C is welcome, just remember that I have a LONG way to go on these textures.