I imagine more directional lighting would make the scene more dynamic. I can subtly see there's a little that's casting some shadows, but not very noticeable. It seems very diffuse at the moment, with everything seemingly lit at once, hence the suggestion.
Some progress on the slardar weapon: painted the diffuse so zip should be able to submit it tomorrow, then i will move on to trying to make the puck wings by myself. i have no idea whats happening with the alch weapon but i guess the guy dropped it
Finished the high, wish I could have rendered in Mental Ray with diffuse, but it's out of the cards on this old, memory low machine. No matter how much I optimize, I kill the thing. Anyways, now to get started on the low-poly.
yea sure, here are some screenshots wich has diffuse and displacement , it may sound stupid but kinda have no idea how to place the rubble like do i just drop it randomly or is there something else i should think about?
Well I took your advice on editing the specular and diffuse maps. they certainly look better, but I'm not sure they look good enough. Here's a pic of the shotgun now: I finally fixed the normals and the switch came out looking better.
so, did a first run at painting the model in substance painter, got the model to maya and set up a lighting scheme to render out a first image. heres a look at the diffuse map first pass and a render i got form vray.
Thanks for the comments, I changed the textures maps around and added a bump map. Now its 1 1024X1024 diffuse, spec, bump, alpha. The fingers are still wierd, I'm having trouble getting them to deform any better =( jason
Hi Guys, Here is the final update on the high poly model for Sugar Tooth Trundle. Next step is to reduce his poly count to a range that is right for gaming. Then I'll uv the low poly then make the AO map and use that to help with the diffuse.
If you were just going to do a diffuse texture and leave it at that you might be able to get away with cutting the nose out and mapping it seperately. With a normalmap though, you're likely to have far too many problems with seams for that to be worth attempting.
Well, the best way to describe it is that specular values are additive to the diffuse. So like that bronze bit in front, I'd use the opposite(complementary) of that color, but use it lightly. I imagine it would give it that tarnished look... mess around with it in spare time.