I went to a indie games talk recently where Adam Saltsman, of Canabalt and Hundreds fame, said he made ends meet when he first went indie by specializing in low spec art - is there no demand for low poly, diffuse only characters in the freelance market?
hey there, a quick crit I gots is that the stone appears too shiny and in general the material is too noisy ie. theres all these small tiny specs all over the entire model as opposed to you being selective to where you place and concentrate small bumpy detail
Good luck for the future :> "Ability to create both hand-painted and photo-sourced texture maps: diffuse, spec, normal, alpha, and emissive" So your game is going to have 2 complete different styles ? O_o handpainted and pbr, if not why the need of knowing both style?
Hey Jeremiah, that juke box of yours looks really nice! Here are the texture sheets for the door for ya. For the glass, it came down to working the spec a bit. I went with a solid off-white color and overlayed a bit of grunge on top to give the illusion of dirt. Hope that helps.
Thanks! I fixed the normal map problems you mentioned as well as a bunch of other ones I noticed while texturing Textures so far, diffuse spec and normals, no alphas yet, using the XoliulShader2. I also fixed some geometry, it's now at 6,326 tris.
I think on your 'kabar' model, the spec on your handle is too high. Unless you are going for a varnished, shiny wood type material, it seems way to shiny. In these renders it actually looks more shiny than the metal blade, which is throwing it off I think.
Is there a reason you guys like the Samsung slate or whatever over say an x220 from thinkpad? Same functionality but better specs and can also use as regular laptop. Just wondering cuz idk I might want to switch to drawing on the screen sooner or later myself
So here's something I still quite dont get. You cann see screenshots from painter and marmoset, with the same environment map, but the results qre quite different from what I have in painter. I guess it it related to the spec gloss/PBR conversion.
Needs some more color, and the materials need different spec values to stand out. Near black values in the diffuse are too dark, you should let the normal map do more of the work. Also not every edge needs to be completely worn away the same way.
Time for a second pass on the grunge. Scratches, dents, ...bird poop. If your scene allows it maybe a lost kitty sign. An interesting spec would add a lot of life to it as well. Darken up the grooves like this ref: http://www.oldplank.com/images/products/hires/crjb204.jpg