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im mainly looking for advice on textures… [/quote:d2862db4a2]

Your current greenish diffuse looks too dark and undefined but this could be because of the lighting you are using and the lack of specularity. There doesn’t seem to be any noticeable stretching so the UVs are pretty good, although as Jediboy mentions, they could be optimised a lot better and mirrored for higher resolution. It looks like you have used the max cellular map as a bump enhancement to your normal map – useful because it is procedural and bleeds nicely when baked across UV seams but the scales look a little large and do not blend away convincingly.

I suggest baking a lightmap and an ambient occlusion map from your model and overlaying it carefully onto your diffuse texture. If you’re using Zbrush for the high poly model then also bake out a cavity map. I would also add in a specular map to help with overall definition.