hey gus, here are the diff, spec and normal maps. im still practicing specular maps and feedback would be greatly appreciated. i noticed that I did make scratches on some corners and stuff but i need to make them bigger/stand out more and i'll do that in a little bit
You should use a darker (mid/dark grey) material with a strong spec/gloss. Like this: What this does is highlight edges, which allows you to show off your subdivision work more clearly, and at the same time highlighting any pinching errors so it's easier to spot them to fix :)
thats for the crit nrek, i didnt make a highpoly which is probly why the edges dont appear to be hard, im going to try to make the top pop a bit more with crazy bump and the material editor, and fixed the circular lights, choasquack, i upped the spec a bit since that last picture
Performance requirements mean you won't be able to have multiple 2048 textures for each part of your character... especially since each part will have diffuse, normals, spec, etc. You will have to condense. Two textures is probably a good starting point - usually one for the head, one for the body.
here is the final presentation!!! it has been a fun project but i simply have to move on for now! thanks to everyone who gave critique and nice comments during the progress!! specs: 20,000 tris + 2048x2048 diffuse for the character and 2,500 tris + 1024x512 diffuse for the gauntlets. modelled and rigged in maya and…
Thanks for the feedback! I tried adding a spec and gloss map - this is actually the first time I've ever tried :O. I also played a bit with the saturation in my highs and lows. I think I may have overdone it a bit, but he definitely looks a lot more interesting now.
-ivy needs some work its far too regular - lighting is weak push the highlights... its very dull considering the sun angle seams very straight down... -push the spec -roots are too saturated... and lack variation in tone... perhaps a vertex colour multiplier would help here
I was finally able to have a discussion with my instructor today and as it turns out, I was doing all the maps wrong. So I redid my roughness and metallic masks and scrapped my spec and I think it's looking much better compared to yesterday. As always, crit is very much welcome!
You still can use AO as a mask for dirt and dust, but don't overlay it on top of the albedo/spec/gloss/reflect/ for no reason. From what I've heard, the AO slot in UE4 for example works better when used with cavity maps. With PBR, no lighting information (shadows or highlights) in the your textures.
This was posted on polycount a couple years ago the RGB map near the end that just has R and G channel, I think is the flow map for her hair. We have a similar set up at my job, though its for realistic looking hair. normal, spec, flow, ao, albedo.