I used Vray fast sss2 and didn't have any orange color in any slot. I used 3 colors that all were blue with different brightness. One for diffuse, the second for overall color and the third for scattering.
TychoVII: I had put in some volumetric lighting in my first lighting post and i'll will be adding that in. albino_goldfish: thanks for you pov. killingpeople: i'll go back over some of the diffuse and tone the chips down a bit.
Nice work! There are my comments: There is a spelling mistake on the text: "2048 Diffuse, Specular & Normal Creted in Photoshop and Crazybump" on the WH dreadnought I think you don´t need to mention "amateur". You have professional work on that! ;)
im actually pretty interessted in this stuff - i dont do any normalmap things at work so just simple diffuse painting would help quite a bit. so i would appreciate any informations :D
I believe there is a lot of fire hydrant piece floating around because... THERE IS A TUTORIAL ABOUT IT ON CG TUTS! as for the piece you just need to put more love on the diffuse and spec good luck its going in the right way.
This looks fine and all, but I dont see a reason or use of a normal map. It looks like a single diffuse with a possible specular. Maybe Im missing something here. What are the triangle counts and texture sizes?
Cheers bounchfx :) Not too long ago I was absolutely hopeless at painting in anything other than uv's with ao to guide me. Progress was probably due to painting more and more in diffuse maps, consider me hooked :D
Not sure what you mean by "bakedown", but generally a basic starting point is to work your diffuse off your lighting maps. This will add some nice depth to your models but is by no means a "do it and leave as is"(typically it is ;]) type of deal.
Update! Been trying to take these crits into consideration, especially concerning the front of the building. As you can see the back is a bit further behind. I'd appreciate any further Crits as I continue to work on this project. 2048x2048 diffuse:
No, if you want to go that direction, you should render out a diffuse texture as targa with a green background that matches the the grass color, then render out a frame where the grass is white and the background is black, then add it to the alpha channel in photoshop.