Basic light pass (very basic). Importing some Spec maps and working on some High poly models. Tell me what you guys think the good and the bad (especially the bad. So much left to do.............
Awesome work, for your high poly renders do you just render a out a pass with the high spec materials w/ shadows and then also an AO pass which you turn into that rust color? looks really cool
Apart from the highly inefficient texture layout it's moving the right direction. Maybe you could use some stacking to make a better use of your textures. You'll also save time later with diffuse and spec texturing.
Bumping this! I'm in town all week -> Forever, so if anyone is around and want to have a mini Dota2 hangout I'd be down! PM if you are interested in grabbing a margarita or brew and talking about polygons and spec maps or whatever.
I do have a clean install, I've never installed dDo on this computer before. Pretty sure the Forest Rock preset shouldn't look like this. The spec and gloss values of each detailing preset are completely through the roof.
@gsokol Agree with you about the spec stuff. Never used fraps or anything before and I couldn't get a steady frame rate out of camstudio or anything else, so I had to run a render. @Cordell Thanks!!
Hey guys . Here is the textured model . 2k Diffuse / Spec / Normal and polycount is 3748 I will use Marmoset for my final renders but before that plz help me with your comments and suggestions about the texture and also model .
Finished the low poly 3789 polys, 7591 Tris 2048 Diff, Spec, Norm. I should of have used more than one smooth group, and added more detail like the welds but I wanted to finish it.
Are you sure you have used the masks correctly. For most characters all 4 channels are used. Sometimes the mask 2 blue channel Tint spec by color can change the colors from what you expect.
I'm really glad you guys like it. I moved on to the low poly. The textures need a good bit of work, especially the tail and there is no spec yet but I figured I'd post what I have so far.