Aha nice one, thanks a lot! Am I right in thinking you can only paint diffuse currently? You can't paint spec in ZBrush right? I know Mudbox can but if ZBrush could do it to that'd be cool.
progress: i'm experimenting with different colors. specular map needs more work i guess. on previous renders i used a grayscale spec map, these have a colored one. at the moment texture has few seams, i'll fix that later.
Hey, very cool work here! Mind explaining what I'm looking at tho? lol. I'm assuming you made a highpoly, baked down normals to a lp, added diffuse and spec with this cell shader? Curious about the process here.
I just had a go with it. 2 layer groups, one for diffuse, one for spec. It doesn't seem to work with anything that you wouldn't output with the save for web dialog - jpg, png and gif only. Shame because that would be really cool :)
Wow, Lenoid! That cart is looking seriously nice. My only issue with it is how soft some of the edges are, and how it lacks material definition (spec map, et cetera, which I assume you are working on) Great job, though, seriously.
I agree with most of the comments posted. Anyway I foun L4Dead visually appealing even if the tech specs are "low-fi" compared to the one seen in Gears & other titles. I like the way they used the lighting and how they create the scenes.
A couple more tweaks, killed the hair light (I was trying to copy something from the ref and it didn't really work), and toned the spec down on the hair, should look a bit more natural/less plasticy now. Thx @Tits for feedback.
if you save out the diffuse while it's recording you save it as whatever_diffuse.tga, then the spec would be called whatever_specular.tga and it recognizes the difference in file names so you get both saved individually :) , well make sure you're saving as not just saving
All your metals are looking like concrete right now. One of the ways to make your metals looks more like metal would be to darken the diffuse map, but leave the spec map bright so you get a shiny surface.
I've recently been playing around with CE3 and I've found that if I turn my 'system spec' to very high I start to get real time reflections on glossy surfaces. I'm not sure if this is what you're after, but it may help.