Hey! I don't know too much about fighting games, however during my search, I stumbled upon this guy Sodom and super liked his look: image source: https://capcom.fandom.com/wiki/Sodom Not sure yet about exact technique, leaning more towards low-spec, perhaps just hand painted. Target engine: Unity? Rigged and posed. As a…
Ben made valid points, I just want to add that this specularmap looks like it has been made with crazybump or something? The way it is now it doesn't do what a spec map is supposed to do. Metal bits need to be lightened so they have more gleam. Not too much since its rusty and all, but just to show its another material…
If there is a spec map, it's not really showing, everything just looks very diffuse + I find that using a spec map without a gloss map is not the best idea, given how important gloss is together with a spec map unless you are given that you can't use one due to constraints ofcourse) And that we are now moving to pbr where…
Whipping up some simple colors to test in-game to make sure that the texture is sharp enough. I had to include many things into the armor slot so I wasn't sure if the texture would be sharp enough or not. Although some parts aren't as sharp as I wanted, it's not much of a problem (I think). His spec looks really weird so I…
stevston89 cheers! Yeah was originally getting a slightly too yellow spec for my liking when I was using grey for the spec of the skin, however after some quick tweakage getting the same results with a grey spec, will have to update the texture flats :) And yeah, he was going to end his life as a posed sculpt, so the teeth…
You have some solid understanding of the basics, but you're really not using your normal/diffuse/spec maps efficiently together. I did a knife a lot like that here when I was trying to work out how to use normal/spec to get a good, appealing old metal. If you have any interest in how the maps/material settings looked, feel…
Thanks to all for your great replies, lots of good tips yall gave. I'll make some adjustments to it, but it's mostly finished and moving on to another project. Well this is my first model with diffuse, normal, and spec. I'm actually suprised it even came out looking decent lol. I've learned alot though, and my next model…
Depends on the material. Are you using a gloss map? I would use a low threshold with the gloss, and have a low-med spec power that defines the pattern in the cloth. Otherwise if your spec is applied with a general gloss derived by the material, keep the cloth generally really low on the spec power, but catch the edging and…
Do you have a spec map on the model at all? Your materials aren't reading very well atm. The specular highlight on the red painted areas, most noticeably on the barrel, are very off putting to me. Right now, your paint doesn't look like paint, as there is no clear separation with your specularity. At the very least, you…
@Vlad, thanks for the critique. As it turns out my Spec by Colour mask was already pure white. I toned down the spec by reducing the spec intensity and exponent, and it does look a little better now. I'm also having a weird issue - I can't seem to change my preview image, it's stuck on an old one from my AM set. Has anyone…