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:…
tbh it depends what hand painted style you want to go for. I'm not really any kind of expert on it, but from the various games i've seen and played hand painted works well both with either no spec or normals as one style and with spec and normals as another style. WoW: handpainted diffuse, no specific spec and no normal,…
Spec value is wayyyy to even, seems like skin and metal have the same or close value, just different color. Skin should have very little spec while metal should have much much more. Right now your materials dont really read much different. It might help a bit to use a spec sharpness map, so you can have dull reflections…
Small things: The large screws on the left side of the acog are wrong: Should be these: Material is also way to spec-ish on the ACOG. The Real one is rubberized. I guess you copied it off an airsoft version? Note: All Grey-ish Parts on an M4 are phosphorized. Means, the Spec is very low. Surface is Rough. Parts as the…
So here he is with working materials! Looks like before I had render setting set to medium and texture was medium too for some reason (i always keep things high). On top of that, apparently setting my mask2 colour spec channel to black gave my textures spec colour which made it impossible to see spec. Confused. Anyways.…
generally speaking i use landscape splines with meshes on them and depending on project specs I'll use a dbuffer decal material, virtual texture fiddling or sneakiness to make things blend nicely - what are you doing?
Thanks! Here's another update. This time starting on the diffuse and spec. The spec between the rubber and the rim is pretty close. I thought on it for a while as to how much difference is there in spec between rubber and olive drab. So I gave the paint just a tad more than the rubber. I also included the dirt and grime in…
Just wondering here, what's with the "tweak a spec map on a per light basis"? Does this mean you are required to alter a spec map depending on what lighting situation the texture is in? I assume you're not talking about altering the actual specular map image itself, more just values associated with it? Surely you can just…
You are really missing with the textures. The diffuse looks ok, but the spec/gloss is what is really bringing your textures down. I am just going to list off some stuff, in no order, because its easier than organizing a paragraph. -You have blue spec for your face, but not the hands. -You shouldn't have the character…
Oh no I'm not even using Xoliol's shader(I really wanted to, but I'm using this pathetic machine that any custom fx/cg shader makes it very hard to bring up the attribute editor.). I by no means was trying to push Xoliul to put anything into his shaders, I guess I misunderstood when he said "if I want two separate spec…