Thanks, SCB! I think there is plenty of geo around the neck/jawline, but I'll have to see if the weird shading is something I can fix by adding more geo, editing the diffuse, or editing the normal map. We'll see. Thanks!
Dang man, This stuff rocks! Really solid work. Do you mind if I as what that last map was? The first was your diffuse, 2nd was the spec... But I have never seen a map that looks like that last one. Glossiness?
Model and normals look great. I think the diffuse and specular are rather ineffective. Why do you have all of that cloudy shading detail in the spec? I think baking ambient occlusion would make a lot more sense
neat character overall. The texture is incredibly noisy, though. I'd be interested to see the actual texture as it looks like MOST of your shading is done by your lighting setup. You do not appear to have painting in much into the diffuse map.
Yeah! It's awesome, been doing this for a while on diffuse maps for increased edge highlighting. Hard surface or organic! As an overlay for AO maps, it makes you wonder how you ever got along with just AO alone. Crazybump FTW
aaahh ok that's pretty stupid of them ;) . i'll just run the 32 bit version then, thanks! tekmatic: no i don't need normal maps, just need to be able to import/export the .dds files. LoL is a diffuse only game :) .
I think it would bo good if you went back to your highpoly bricks and added some grout. At the moment, you have incredibly strong Ambient Occlusion baked into your diffuse which is completely killing your textures.
Well, that's because it's UV channel 3 :P By default, you're using channel 1 for diffuse. Different channels are used for different things in different engines, so you need to be specific about what channel those new UVs are in. :)
Shrew81: Thanks, its sitting at about 4000 tris and 1*2046 diffuse/specular/normal and soon an alpha. The hair is going to fit onto the same texture sheet. I'm a bit scared to do the low poly hair :x
Hey, Super Happy Cow. Here are my wires: and here is the clip and bullet: I just noticed that I could have cleaned up the top part. :\ I forgot to mention that I use spec, normal, and diffuse maps.