Update for you guys and thx again for your help :) i baked the normal map and started with the diffuse. i think it looks fine so far but to clean at the moment. A little bit of dirt could help here. But i hope u like it.
Thanks guys I've been dragging my feet to completely finish this one- here's the final model and texture sheet- he and the scythe are under 3k he has a 512x2 and the scythe is a 256x512 diffuse only- any final crits/suggestions welcomed-
heheh guys sorry about the bloom! @darbeenbo it is just a diffuse map, wanted to do it without normal map. I wanted the design to look simplistic. I dont know if it loos flat with that lightning or is really flat i can post the textures.
hello after learn a lot about baking(thanks to polycounters) ,i decide to rework this one new high poly , optimize my low and my uv's and a new bake no spec yet ,just start the diffuse (very wip) thanks for viewing
Same thing here. I use mostly the difusse map so i would like to know, if possible, how best can i bake some of the lighting and reflex details i see in the quixel suite into the diffuse, regardless if 3dsmax is needed or not.
I wouldn't go for realistic textures if it was me. I think for that kind of level, the reading's gonna be a ton easier and nicer with exaggerated shapes and hand painted diffuse textures. Also, you should sort, fog, lighting, SSAO, like most said.
Yeah, I have been battling with the cammo pattern for hours and can't get folds and shit into it without washing it out or otherwise totaly fucking it up... Anyone have any idea if folds in a diffuse only camo pattern are possible and if so how?
thx...I did it first without choosing normalmap and thought ue3 supports no mirroring in the normal map. But its looking good now: Normal test: Normal, Specular and Occlusion Diffuse test: The new Schematic Material Editor in UE3 is very cool.
It will be an Unreal Tournament mod. We are in the process of importing all the finished models, and sculpting out terrain. Our goal right now is to get everything textured with a diffuse, to see if all of our object textures will mix well visually. If it doesn't then we change it.
Odium: Sigh, how many false specs are floating around for this game? Every time people mention it theirs a new set of numbers. I've personally seen the texture sheets for Marcus, and it's 1x2048 diffuse, 1x2048 spec, 1x2048 normal, and 1x512 for the hair.