Found some time to get back to this...Flattened the UV shells and started projection baking. It still amazes me how much normal mapping and AO can start to take care of the texturing process... The diffuse just has 4 flat colors in it for the time being...green, brown, silver and dark gray. Just a back view of the calf…
Are you using only diffuse maps right now? I think your maps could use a little curve adjustment in photoshop. They seem a bit flat. I made a slight adjustment.(attached) I think if you add a spec map that could help bring it too life also. Overall looks good though. The lighting you added helped a lot. Let's see those…
Yeah most of the time those micro-details won't come up in your normal map at all because the resolution isn't high enough (or the texture compression kills it if it's real production work). Working with tiling detail normal maps (and diffuse as well) for each material types and skin really makes the characters pop a lot…
layer set instancing in photoshop. It would be great if there was I way I could set two layers to update together based on specific parameters. That way you could place texture info in your diffuse and have it automatically go into your spec. You could set which parameters were mirrored (like position, masking…
Rhino I'm confused... step 3 use common sense to seperate good from bad advice... do you have tutorials for that. LOL.... http://lounge.ego-farms.com/ go to the complete series section. With texturing the only way to learn is by doing it. Start with simple objects like Rhino said, low poly models and do just a diffuse.…
both of these examples will result in very poor triangulation if they are left up to the engine. You might be able to get by using diffuse maps only, but even then, the normal shading would most likely come out completely broken. Always stick to quads whenever you can, modelling like this results in way too many ngons…
What causes the seam ? Diffuse ? You need to paint with a projecting painting software (zbrush, 3dcoat, mari...) Normals ? You can edit the vertex normals manually so vertices along the seams share the same normals (like if the mesh was attached), and/or use a normal map. Things like necklace were used before to hide the…
More updates, So I did some textures, Here is a Diffuse only preview in sketch fab and a preview of the whole shebang from inside the engine. I should get some previews from the game view once I figure out how to hide health bars. Oh yeah, How do I hide health bars? model I'll update the top of the thread with the new…
If you go into the texture options (press the O button next to the map) there is an option for sRGB, make sure that is off for normal maps. If you accidentally imported the normal map into a different slot like diffuse first it may have gotten tagged as sRGB. Also, make sure your tangent space is set correctly in the mesh…
Thanks for the kind word everyone :) pixelb - Thanks for the feedback hahaha. Yes somehow I totally forgot about the triggers. I'm thinking about to either show most of details through out the diffuse and specular map. hahaha Right now, I think low poly is done. I already finished the UV unwrap too :) Time to start working…