@iniside thats a interesting technique. It would work well as a base for a Diffuse or for defining different types of surfaces but for a texturing using wood, metal, glass and rock I'm not sure its practical for anything other then an AO Map, and if that's the case I would probably just bake my High to Low in xNormals.…
Once in a blue moon update, just to clear some dust off my thread. Diffuse textures completed for our Lich set Prophet9 and I are working on for the Polycount chest event! Feels great to get back on painting textures. Bear with the lack of alphas around the veil (I can't seem to render it well at Maya, pardon my terrible…
Thanks, guys. Now that you mentioned yeah it is a bit too noisy. I'll try to get rid of some of it and hopefuly when I'll be baking normal map and then apply diffuse map it won't be that noticable (also I'm using "white cavity" matcap, so may be partialy that's why there's too much noise it really brings a lot of subtle…
Loving the Darksiders Door! With the jungle piece though, I'm not sure its style comes across clearly enough. I can't tell if it's supposed to be realistic or stylised, and I think that's in part due to the amount of detail in the textures. In particular, the tree bark and statue diffuse have a lot more fine noise over…
I could make the hologram in the middle a picnic basket :P though why they would have a holographic picnic basket I don't know :P. I will try and layer up the environment a bit more and see how it looks. Here is where I am so far. Going to try and hand paint some rough and diffuse maps on top and soften the reflection to…
I made some testing with xNormal and its almost perfect. I used loaclXYZ in 3DSMax for handplane input and FBX that I later used for UDK. I guess I will now check method that @Zelfit suggested to see if that will be perfect :) Here is model just with Normalmap on and gray maps for Diffuse, Spec and Glow to avoid confuson.…
pending the amount of polys you're going to use, vertex painting on some dirt diffuse/spec and painting normal intensity should break it up a fair amount. Probably want trims/patterns on the tex sheet, and make your current blocks larger. Give the blockout more character + shape. Check out the guys doing the arenanet…
Materials like this will only be good in the 3d app they were created in. Games (typically) use simple ambient + diffuse + specular flat colored materials, and don't generally support procedural nodes. A procedural texture to handle all the needs for coloring and shading an object would become very process-intensive when…
While I don't think I can help the OP, I do know that you're doing things the wrong way, Giankharlo. The translucency slot is to mask which areas receive lighting on both front and backfaces to simulate how light penetrates materials like cloth and leaves. To get transparency, you need to put your transparency map in the…
Depends what you define as texture artist? - Making tiling textures and modular atlas sets by sculpting/hardsurface 2 texture. Then I'd say Yes, but that's still a minimum requirement of that kind of role. Shader knowledge is usually integrated into this role. - Just making diffuses from other peoples highs & lows. Then…