First I gotta say beautiful gun however it could look a LOT better. My guess is you are rendering this out in Marmoset? Awesome! I'll break my feedback down per material pass first and then on to the model itself. DIFFUSE Orange feels REALLY saturated and over the top and I can see what appears to be a ton of AO in the map…
Looking great man! DDO will color the spec but you have to choose the color manually. At the top of the material, there are three color choosers for diffuse spec and gloss. Click on the spec and it pops up a color chooser. I usually choose a color maybe a tiny bit more saturated than the brass color. That applies to each…
some spec and lighting tweaks. The base was distracting from the rest of the model so I toned down the spec. I also up'd the spec values on some of the metal bits to try and create some hot points in the image. Hopefully that gets the viewers eye to go up and down the image, rather than get stuck on one shiny bit. #1 was…
both of those scale suggestions helped, thanks! another question, I messed around with the material editor and I understand that I use MetalBump to plug in my normal map. But where do I plug in my spec map? I tried putting it into the Specular section of the metalbump but the result is very blown out compared to my actual…
Thanks for all the great feedback guys. Kinda turned into a battle of the resolutions there for a sec. I ended up going with the 2048*1024 for now. I don't think it's too big, and I definitely agree w/ you Ghost - aiming for higher specs for a portfolio piece is a great way to "future proof" it, that way I'm not re-doing…
Hey thanks for replying JunkieKong!I think what you are referring to is just the normal maps along with my spec maps. here is a wireframe as well as a normal and spec only render. Do you think i should work more with the spec so it isn't so bright? also, do you know how i can embed these pics onto my replys rather than…
hey dude, the biggest thing that you need to improve on when it comes to texturing is to show how the object is built. how parts are put together. are there bolts ? planes that slide in ? super glued ? stuff like that. also how objects are used. right now in ur diff, you only have the most basic information. add stuff like…
Diffuse looks good. Normals are clean but spec map is off. As CrackRockSteady mentioned the rust spots will have very little spec highlights to them, so they should be dark gray or almost black in the spec map. Also the rings around the barrel could use to be a bit more pronounced and the top seems a bit odd. Many oil…
@Obscura So you think that the spec is too high? I didn't want to turn it off, because I'm using the spec map to show off where it is baked with a hard crust. It shows fine in the preview, in Max, in Marmoset, etc. I'm just stuck on why the low-poly nature is being shown so easily in UDK. I'll try turning down the spec and…