Did a little more texture work. It still needs a specular map but I'm pretty happy with the diffuse. I also made the highpoly of the master sword and softened the edges on the shield for better normals. I also thought I'd make a navy to kinda float around and here's a wip:
Change your material's diffuse to ~40% and up the spec, and set roughness to 100%. Makes it easier to read. I hope you're watching (or have watched) Milennia's excellent tutorial on this weapon? It looks like you have some edges that are too sharp; specifically the chamber and the ends of the barrel.
A good rule of thumb is, if you're not showing off your own work, then it doesn't go in P&P I'd imagine they're somewhere between 4000-6000 triangles, and just diffuse textures. Probably don't need that much texture res even, since a lot of it is flat colour.
So if the same texture data is used on world and characters then normal and spec texture data is also saved along with prebaked diffuse texture data? Or would characters be their own texture data and environments could only have very simple dynamic lighting (and no specular from static lights)?
Progress on the NEW Japanese Swamp.. I just wanted to post up my progress to see if I was headed in the right direction...this is still WIP, Diffuse only.. After I finish texturing everything and finishing the level layout, I will throw this in UDK for some kick ass lighting.
The problem is your ambient. You have no cohesive ambient in the whole scene. Your shadows are grey/black. And most of your objects that you painted some darkness into you used greyish black. Try a dark purple or blue instead. Right now everything is just too diffused.
Got a first pass at the normal diffuse maps from zbrush and thickened the antennas (although it bothers me greatly that he looks like an oddworld character which was not really my intention) Any suggestions on fixing this? . Definitely some cleaning up on the maps to do now. Cheers, -Neil
use render to texture to generate your AO maps the same as you do for generating your normal maps. just select complete map instead of normal. then overlay your AO maps generated over your diffuse in pshop and mess with brightness/contrast and opacity in the layer settings.
Some insane density issues there, why would a deer face an inch wide take up the same UV space as the entire front length? Other than that the HP is nice and the bake came out clean, remember to do a nice spec and not just a diffuse copy/paste :p
yeah you've got some great pieces in there. I'd love to see more wireframes though. also, just wondering from a technical standpoint, doesn't a 2048 diffuse/spec/norm map defeat the purpose of a lowpoly 4k car? love the final pose for the cat btw =3