-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.
I re-arranged the bolts on the body, added some more detail to the diffuse & worked on the spec for the wires & stuff on the bottom. I am trying to get some lighting improvement, but honestly I think I have a lighting-disability. Sort of like people who can't do math, but with lighting.
Another update. Reasonably satisfied with the color and spec map for the time being. Going to get on with texturing the sword and creating a pose tomorrow. Typically I wait til the end to post the wireframe but since it was requested here ya go, comes out to 9610 Tris without the sword. Comments and crits plz!
Great looking piece! How many different texture maps do you have for this piece(not including spec or normal)? And how did you handle things like the wall on the left side, with the pipes. It's got that green strip there, was that just a material adjustment or did you make another version of that diffuse?
I see. Do you know of any good overviews for work flow when working on environments? I'm working on one of my first(environments) right now, and I'd like to keep things optimized, but i find it difficult to spec how much texture space I'll need Thanks.
that's a very high poly count for what you've got as a final look...also in these shots the various map channels don't seem to be achieving much. I like the model, it's just got a wierd thing going one where it's very hi spec for what looks like an iPhone model! ~P~
Yeah. This preview left me a little cold. Oh boy, image search inside the program...no thanks. Give me maskable sculpt/paint layers w/ photoshop like control and the ability to view & edit in realtime diffuse/spec & ambient. Oh, and add a voxel + quadify tool and you're set.