Thanks dude! I kinda overwrote the diffuse texture for this girl's body, setting me back about 5 hours of work, so I miiiiight just call it quits on her here and more on to bigger/better characters.
I wasn't really happy with the lack of lighting for this piece, so I took some time today and put together some portfolio images. 1324 triangles per character, 512x512 diffuse and specular maps, rendered in Marmoset.
CS4 is clearly the way to go on this subject I think - extremely easy approach. Load your obj and diffuse texture, use clone stamp or other to fix seams, save out and voila :D Done! Kick ass!
If you want to adjust the specular light reflection, you can use the width setting to enable area lights. The bigger the width the larger the reflection. This is helpful for mimicking large, diffused studio lights for instance. It will blur the shadows as well.
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 .
looking fancy, maybe take another iteration on the lighting tho it feels flat (i suppose its diffuse only?) and the colors are kinda odd (the warm red on the arms feels misplaced) Company logo is really cool aswell
I don't have Zoey's mesh. I basically just extracted the diffuse textures and repainted it exactly how they had the uv's laid out. Then I'd check it in their model viewer (on the 3d model) or firing up the game and looking at it in there.
For the Maya part, it looks like a z-sorting issue, not a texture thing. Go to Shading above the viewport and select Polygon Transparency Sorting. For Unity, what shader is the material using? For this I would try Transparent > Cutout > Diffuse.
It depends on the orientation of the UVs since it is a tangent space normal map. If you were to bake an object or world space normal it would be different. Preview the normal map as a normal map not in the diffuse slot, and if there are seams then you can troubleshoot.
This is the concept art from blizzard website. I did not found any color reference, so I had look at other rune weapon in the same game, and finally choose the cold color tone as the major for diffuse map.