One thing to point out, This wheel, and many like it can be made to difference specs. The rim offset and barrel depth can be custom to any car you want the wheels for. So, you will probably find "conflicts" in your reference images. The one thing that wont ever change is the face of the wheel.
Hey guys, here is another quick update with the scene change up the fire escape on the left hand side to more detailed version, going to work on the spec and texture tonight. Worked on the reflection on the ground. Comments and critique are welcome :) Not sure if my poly count on the fire escape too hi or low.
I'm not even sure what you mean about gama, you mean gama corrected textures? Whats the mean of your dif texture? Make sure they're around 80 or so. How bright is your spec? What's your fresnel values? Are you using the vegetation shader on that bush?
I feel like if your specs are right, you shouldnt have to make a change that drastic in order to use it? Its always been happening unfortunately. It is the only application on my PC that has poor performance though. All games work fine, all other authoring applications work fine.
If you run max in D3D mode, you can make your materials into DirectX shaders - they will display the normal/spec maps. You can also install other shaders hat give even better results, and your coders may provide you with in-app versions of your in-game shaders.
Wait a few more months to buy one. Since the 7800's just popped out, the 6800 cards are going to drop in price pretty quickly. I bought a 6800GT card, and o/c it to a little over 6800ULTRA spec, and it runs great. I'm using a Zalman VGA cooler on it as well.
Thanks for the words guy's :) Nekomata : I am honored! update, texture progress shot, I also started working the spec map now. Once I am happy with the texture I plan to add the actual garbage meshes on top of the dumpster 'floor', similar to what I had before.
//UPDATE Here is a small update on the low poly for this model, diffuse is Wip. This model currently has no spec map or high detail pass normals so just to let ya guys know I'm not claiming this done by any standard. Any feedback or ideas on the diffuse though would be great, thanks!
Alrighty. Slight tweaks on the diffuse and spec maps. I'm tempted to call this helmet done, but I can't seem to get reflections to work correctly. I generated a cubemap and followed several tutorials to hook it up. My problem is that it's drowning out the diffuse and desaturating it. Is there a way to make the cubemap not…
Really great stuff! I love the game, for me one of the big surprises in 2015 :) What are the texture sizes and textures you are allowed to use for a weapon (Diff/Norm/Spec)? I guess you also use a a lot of tiled and "shared" textures when it comes to big assets like the crane.