These were done in a Texture and Lighting Class. We had to both light and texture these. The Lighthouse scene was taken from one of Jeremy Brin's Lighting Challenges over at CGtalk. The Character model is the standard Unreal Tournament model which we had to Texture with DIffuse, Bump and Spec Maps.
That style kinda reminds me of Interstate '76. Basically flatshaded models with hard edges and a mid-level spec applied to emphasise the facetted look. Used to run like shit on my P120 but I loved that game. Textures were used though, mainly for the environments and the vehicles. -caseyjones
Texture update time! Lot's of changes in this one, but most of them are subtle. I changed the skin a lot, as well as the spec. I gotta figure out why marmoset wants to show that big fat ugly normal map seam in his chin, but it doesn't show up on max.
Yeah, it won't blend well. I don't get why it doesn't just render according to the lighting setup and position you set like it does any other material... Oh well, I guess I'm stuck with the crappier regular spec/normal/diffuse/etc settings...
Rick Stirling: Thnx for comment. I overlayed diffuse map to normal but this is visible only in big zoom. Add a little noise to spec map is good idea. I'll try it. I dont want to rig him now. In fact i cant longer look on this character :D
ooh a collab. i like collabs what spec's are you/we aiming for? also - area 4 is the entrance right? but what's area 2 used for? loitering? it might make sense to have some stuff there too - like urinals for the mostly male crowd here or a trashcan etc
Cool textures but this lighting wouldnt really work well in any engine, let alone doom3(etqw whatever). If you want to use this in d3 you need to make good normals, and spec maps. You have way too much detail in your diffuse now for this to be usable.
aah brilliant that works a treat! what are his final specs? you got to stick him in quake4 now right btw I don't think your renders are as flattering as they could be, the gradient with compression looks a bit poop . Im sure the model could shine even more
Jesse Moody & EQ have cooked up a doozy of a challenge for anyone who'll be entering in the Unearthly Challenge. http://boards.polycount.net/showthread.php?t=54150 This is a learning & developing challenge for anyone interested in modular design so get your asses over to Contests & Challenges and check out the specs for…
I`m trying to generate an occlusion map from my normal map and when I put it in the DIFF slot in Max I get a nasty seam. Is it because there is a problem with the normal map/my cbump settings or it`s natural and have to clean it up in PS? (got this with the spec map too :poly110: )