Amsterdam Hilton Hotel - You know the saying there's more than one way to skin a cat? I just find the method I use works best for me, but I would keep this in mind for my next project :) . I do agree with you about the about the vert count being important. I do have the the spec and gloss with flat colors with the effects…
The disp details getting washed out by the SSS effect is normal. The maps in the reflection layers will counter this. It's vitally important that you balance these 2 layers under good lighting conditions. My advice is to turn off SSS and just work on the Spec 1 and 2 maps and Rough(gloss) 1 and 2 layers. These are the key.…
damn dude- I remeber seein this guy a year or so ago, and at the time I remember thinking it was pretty booty. You`ve come a long way man, and now its looking pretty promising! Props for trying to paint this all by hand, but unless your shooting for that hand painted look, using photo ref texture overlays are always your…
An example is repeating tilable road 2kx2k material set with narrow 64x2k painted lines and 512x4k road edges and a second layer of alternating dirt road 1kx4k. But when it came to crossroad or branching it's unique cut also non-square mostly that needs to blend into tilable materials well . All this having 512x2k tillable…
Ok so I'll start off. Where to start... First thing that kind of threw me off was the scrolling header. That is a way for me to select your art work, Likewise I can look at your art by actually clicking on the thumbnails below. Get rid of the header make one static image and stick with it because you don't really need two…
Ya, I tested it and you're right. They are reversed when using DXT1. With 3Dc/ATI2/BC5, red channel is gloss and green channel is spec. With DXT1, red channel is spec and green channel is gloss. See EDIT2 below As for whether to use DXT1 or 3Dc/ATI2/BC5, I think Bethesda may have downscaled textures and…
word! well again, i really wouldn't wory about a height map. a heightmap is a displacement map, and you really dont need to use that unless you're doing paralax mapping or something like that, I THINK. i dont know for sure, i haven't really worked with that technology. i can tel you one thing for sure -- you don't have to…
Since you asked here is some feedback that could help with the material definition. It looks like you need to accent the edges of the armor more, in both the spec and the diffuse. A lot of the edges and corners should be getting close to white. The spec for the metal looks like it should also be pushed more, it's currently…
Hey man. So yea, what Blaisoid said about the wood is true, the highlight needs to be white, so take the color of the wood and invert it for the spec. I think the specular value of the metal could overall be higher. Probably higher than the wood. You might wanna tone done some of the normal mapped details...especially on…
Thanks Dominique, glad you like it! For some reason (because I'm a glutton for punishment, probably) I opted to use Photoshop only for texturing this time. In hindsight it was not a good idea, I had forgotten what a pain it is to manually deal with all the layers on something like this. I would not recommend it. That being…