nice work so far. I think the wooden part looks to blocky (not soft enough for wood) and too orange. I think the materials there need the most love still. Also, Id breakup the rest of the gun a bit more with slightly different value in the diffuse and doing something more with the gloss to vary up the reflections more.
very nive toy :) great model. very nicely detailed. your shaders could take some improvements. i think (based on that reference photo) you have made the metals slightly too metallic, and the rest a bit flat. maybe you should boost your diffuse a bit more and lower specularity in some parts?
That might have been what I ended up doing actually.. So.. On all the high res objects together ... planar map a gradient to the up/down axis in the diffuse channel and bake out with RTT I like keeping it within RTT as opposed to ortho cameras because you know things can't get moved
I've redone the terrain shader. I've done a custom blend mode, that way I can use greyscales of the Detailmap for the Diffuse blend and use the Overall Colormap to color the greyscales or tint them with a parameter and even scale between the tint and the colormap. Aswell I added the posibility to overlay a noise/cloud map…
wheres his bitchin helmet? :P as far as the model goes i think you need to define some more of the underlying structure when it comes to its arms, legs, fingers and toes. the way it sits now, everything looks like its made out of rubber. also, is this just diffuse? or are there other maps applied as well?
Which tutorial is it ? That's probably because the tutorial you watched is old and the default workflow in designer changed since. Diffuse, Normal, Specular, Glossiness are used by the Specular/Glossines or the Non-PBR shader. The default shader of designer is for the Metallic/Roughness workflow. You can change the shader…
Thank you all! Glad you like it! Here's a 'quick and dirty' kitchen breakdown with a fancy blue glow header! If you have any specific questions about the workflow, please feel free to ask! Modeling/Unwrapping/Lighting: 3dsmax2012/Vray 1.5 Used Textures: Diffuse 512x512 / Lightmap 256x256. Trianglecount: ~2900
The texture diffuse looks very sweet but i'm having a hard time reading the image. There are so many lines that my eyes don't know what to focus. Oh and I'd also remove those pillars, they are adding nothing but visual noise! I went ahead and did two quick paintovers over Philip's one:
^^^^^ This. It's amazing that we both came up with the exact same technique for this. I just filled a solid color in the diffuse, then i used a "Holographic" Map with a black background and a few gray squares and stacked those up with the bump offset like riddla said, If u add them all together you get an additive…
WadeWT - Thanks for the feedback, I spent so much time getting the wood and leather to match I didn't realize I had sucked the life out of the leather. I'll update the diffuse to fix that, I definitely be more mindful of the UV spacing on future projects not sure I could take going to redo the uvs again.