I havent seen many chandeliers, If a high poly bake is being made its interesting to see how. Also if its straight diffuse / spec (lower poly ect) its also interesting to see how the creator decides which parts are alpha and which are modeled and how that is all handled. Also texturing, they usually have iron, metal,…
thanks, yeah I think when it was compiled too the phong was set a bit too high, I've increased the contrast on the specular so its boosted the material of the plastic but generally lowered it too, I've added more wear and tear around excess areas and scratches to the plastic, I've turned on Self Illum so you can see just…
My workflow when I'm texturing is to set up actions in photoshop that save over the texture used in game. Usually after uv mapping and doing the diffuse for my model in Max, I export and import the model into our engine as a simple model. I look at my model in engine and hit 'X' to refresh the textures as I work on the…
well i try to avoid them as much as possible but on my latest contract the client said not to worry about it. In max it was giving crazy lighting errors but once it was dropped into UE3, the diffuse was applied and spec you couldn't see it any more. But the surface isn't a completely shiny area too so having some dark…
hey kary. nice character! You put some beautiful work onto the hi-res but I feel your low-res could benefit from shadows. I suggest baking AO maps. You could put them on overlay onto the diffuse and spec map to boost the definition of shapes. Also the skin looks very uniform, try adding some reds in there. That being said,…
Just a quick WIP screenie. I'm trying to go for a really beat up look with the diffuse/specular . I should also note that texturing isn't one of my strongest forte, so I may well have gone overboard on some things and underdone in others. I'm just showing the arms and legs atm, seeming as they're the pieces with the most…
I'm aware of the seam on the trunk. I will take care of it later today. Using vertex colors sounds interesting, but I don't know if I should use it on this model. This is a part of an art test for a job application (This is the other part) and here are the instructions: "The tree should look good without using alphablend…
Everyone realizes there are no uv's on nurbs right? Once your done modeling with these god awful patches you can look forward to projection maps and a layer shader with one million layers just to get a basic diffuse layed down. We build our terrain on ssx out of nurbs for various reasons, but I could never imagine modeling…
agree that you should time more and take notice of what you do wrong with the last model and take that info to help make the next better. Your spec maps are something you should really take another look at and work on more. Everything tends to be really really shiny. Also your diffuse maps come off as being really flat and…
It seems to have some mip-mapping problem, maybe UVs are to close... Or diffuse too small for use the filtred mode for texture render. On virtools if you use the BB "Look at" for camera, don't constraint it to the character because when you run your camera do some jump. If you create a New 3d frame and constraint only the…