Tuesday, November 16, 2010

Texturing WIP + ground texture + in-engine

3Ds Max:

Diffuse (AO baked), Spec, Normal, Emissive, Alpha.

With glare:



Without glare:





In-Engine:

All current maps + ground texture. (Note: Not my skybox)


With specular power:





Without specular power (still need to adjust spec map for UDK):



Teleport platform factoid:



Update:

-Emissives fixed


1 comment:

  1. Besides the feedback I provided in class about the model, I think the design that you added onto the backs look good on the banded part, but the 2 white squgglies need more detail. Are they carved in or popping out. Give them more information. Also, are you trying for a brushed metal look? If you are, let's push that a bit and not have it just running in one direction. There is a striped effect happening on your large center piece and I feel that is trying to be brushed metal which is why I ask.

    Also, can you post your ground textures seperately and in Unreal without all the lighting and closer so it is easier to evaluate?

    Otherwise, it's looking pretty good!

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