David Wakelin
04-29-2012, 04:14 PM
Hello Polycount Members!
My names David and I'm currently a student studying BSC Computer Games Design (2nd Year). This is my first post after being reccomended to this forum by a friend in industry so sorry if this question is asked often or on a sticky in a different thread.
Software Using:
Autodesk Maya 2012
Autodesk Max 2012
Zbrush
Photoshop CS4
What Im Stuck With:
The reason for this post is that I am fairly new to character creation and currently failing to produce a decent texture map to improve its already poor visuals. Its fully UVW Unwrapped and painted in basic colours however struggling to add highlights and tones in a realistic way.
What I've currently Done:
I've currently blocked out a simple colour scheme for my diffuse map. I've then baked out my normal map, removed the blue and red layers and inversed its green layer onto my diffuse to overlay its effect of 'creases' stitching etc effectively. I've then tried to repeat this effect with my specular and AO maps however done achieve a good enough result :\ - and not only that but none of the texture looks like a specific material - how could i also achieve this?
Ill upload an image to see for youself but any advice would be greatly appreciated. However please dont judge its my first UV experience and atm this one is very messy (i have several versions of different stages).
http://img543.imageshack.us/img543/4480/finaltexturetest.jpg (http://imageshack.us/photo/my-images/543/finaltexturetest.jpg/)
Also - I dont know why the face and other parts seem to have a low res poly visual on them, as if the normal isn't smooth?
Uploaded with ImageShack.us (http://imageshack.us)
Cheers
David.
My names David and I'm currently a student studying BSC Computer Games Design (2nd Year). This is my first post after being reccomended to this forum by a friend in industry so sorry if this question is asked often or on a sticky in a different thread.
Software Using:
Autodesk Maya 2012
Autodesk Max 2012
Zbrush
Photoshop CS4
What Im Stuck With:
The reason for this post is that I am fairly new to character creation and currently failing to produce a decent texture map to improve its already poor visuals. Its fully UVW Unwrapped and painted in basic colours however struggling to add highlights and tones in a realistic way.
What I've currently Done:
I've currently blocked out a simple colour scheme for my diffuse map. I've then baked out my normal map, removed the blue and red layers and inversed its green layer onto my diffuse to overlay its effect of 'creases' stitching etc effectively. I've then tried to repeat this effect with my specular and AO maps however done achieve a good enough result :\ - and not only that but none of the texture looks like a specific material - how could i also achieve this?
Ill upload an image to see for youself but any advice would be greatly appreciated. However please dont judge its my first UV experience and atm this one is very messy (i have several versions of different stages).
http://img543.imageshack.us/img543/4480/finaltexturetest.jpg (http://imageshack.us/photo/my-images/543/finaltexturetest.jpg/)
Also - I dont know why the face and other parts seem to have a low res poly visual on them, as if the normal isn't smooth?
Uploaded with ImageShack.us (http://imageshack.us)
Cheers
David.