sorry for not keeping my thread up to date, been really busy with other projects adn completely forgot about you guys... sorry for not uploading them properly, I can't seem to get that or my imgur account to work, I'll try and get that sorted asap!! So I apologise for the for the attachment! Here is the scene with diffuse,…
I think what you're seeing is less a hand painted style / technique and more the results of the technical limitations of the time. I'd guess the art direction was aiming for realism in the texturing and shading, but low texture resolutions resulted in some exaggerated shapes and details. Probably some light information…
The solution is go to the Translucency Category in the Material Editor properties section below and find the check box "Use Lit Translucency Depth Pass" and enable it. I also advise you of correcting your mask (I see you use a OneMinus node) to save one instruction as well as utilizing the alpha channel of the diffuse map…
You'll rarely see the moon when it's raining that heavily; at best there will be a brighter spot on the clouds. On cold, damp nights, there will often be a halo around the moon caused by ice crystals refracting the light: The lighting overall seems too bright and sharp. Rain tends to cause light to become muted and…
Keep in mind that for non-conductive materials like wood you'll want the specular color to be the inverse of the diffuse color. This article, http://www.gamasutra.com/blogs/PedroToledo/20120502/169642/Brief_Considerations_About_Materials__For_the_Artists.php, has a nice description of the how & why of specular color maps.…
Hmm, it is a little blendy, but that's not necessarily a bad thing, although it would be a good idea to make the helmet identifiable as mason from a distance. Maybe add worn gold leaf to the helmet, or add different colors/materials to increase contrast, make the steel look more grimy and dark, or make your shadows and…
Niiice... and a really cool image layer.... gotta love those new setting features in iC6 - I haven't mastered them yet myself, but seeing examples like this with settings really helps, so those extra pics are very greatly appreciated... Do you mind if I also ask re the image layer; do you animate the diffuse map in the…
I did use crazybump, good call. I took the baked normal map from max into crazybump to increase the intensity of the map. In the end, I did overlay a small piece of the diffuse map that I converted to normal map to get some more detail from my normal. The 'xm8' logo section was converted into a normal map, then overlayed…
Created the base mesh today: The plan is to work on the body separately then create the clothing and accessories after. I could do with some information on an ideal workflow as I'd like to create the diffuse texture using polypaint in ZBrush but I'm completely clueless as to how to do it or where it fits into the pipeline.…
for the workflow you explained ndo2 is by far the best tool available for this. you can easily author a normal map just with basic photoshop tools, and extract AO and cavity information from it with ndo2 for your specular and diffuse maps. watch this [ame=" https://www.youtube.com/watch?v=Rwj0mQTMrK8"]nDo2 workflows #1:…