P1K1 Posted March 18, 2016 Share Posted March 18, 2016 (edited) Hi, guys. I could use some feedback for some textures. Still learning how to deal with specular maps properly so bear with my noob skills. Ty in advance. :laugh: Comments appreciated. :laugh: All textures made with Photoshop (texture, normals and specular). http://i.imgur.com/WdKJQAu.jpghttp://i.imgur.com/80tNYLz.jpghttp://i.imgur.com/wlxJqd2.jpg Edited March 18, 2016 by P1K1 Link to comment Share on other sites More sharing options...
modlurker Posted March 18, 2016 Share Posted March 18, 2016 Looks good Link to comment Share on other sites More sharing options...
P1K1 Posted March 18, 2016 Author Share Posted March 18, 2016 (edited) Tyvm modlurker, I wish I had more feedback...appreciated m8. Edited March 18, 2016 by P1K1 Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 18, 2016 Share Posted March 18, 2016 It looks good. Even though this is an architectural style I don't really like personally, you've captured it very well and it's quite fitting to the setting. My only concern would be that it seems a bit too shiny. Those sorts of tiles do have a bit of shine to them, but it looks like it's slightly too much here and it gives it a slightly unreal appearance. Maybe if you dropped the upper green levels on the specular map it would help. That's a very minor thing though and it really doesn't detract from some very nice texture work. Well done. Link to comment Share on other sites More sharing options...
P1K1 Posted March 18, 2016 Author Share Posted March 18, 2016 Thank you very much for your constructive feedback, PoliteRaider. Will add some more pics tonight, some spec variations (following your advice) and also some other textures... Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 18, 2016 Share Posted March 18, 2016 You're welcome. Although I feel like such a hypocrite pointing it out because I have such a bad habit of making my own textures too shiny, much moreso than yours here. I guess it's why I'm sensitive to it though. Looking forward to seeing more, I may not have gotten the spec advice quite right since it was just a guess from the look of it all combined together but it sounds like you're trying a couple of different options so that shouldn't matter. You'll be able to see if I got the suggestion wrong or if it helps. Link to comment Share on other sites More sharing options...
P1K1 Posted March 18, 2016 Author Share Posted March 18, 2016 (edited) No worries, I really appreciate your opinion. I always tell my students, "...one is neither too big to learn nor too small to teach..."I will post some screenies of diff specular map attempts...hope I get at least one right XDBtw, any idea if a cavity map helps?Cheers. Edited March 18, 2016 by P1K1 Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 18, 2016 Share Posted March 18, 2016 I haven't used them before, but I don't do a lot of 3d modelling (I'm trying to learn a bit more though). Although I suppose a lot of my normal maps and specular maps I'm painting from a sort of imaginary cavity map that I picture in my head. I don't think there's any direct in-engine support for cavity maps in FO4, but if you've generated a cavity map from a 3d model you can incorporate the effect into your normal and specular maps. (I could be completely wrong on this though as I am a novice at Fallout 4). Link to comment Share on other sites More sharing options...
P1K1 Posted March 18, 2016 Author Share Posted March 18, 2016 Mmmm, will try that tomorrow to see if it works or if it makes any difference.Anyway, here's a diff normal map, makes colours darker but despite being shiny, this one reflects light in a better way...only noticeable in game while moving. Also, my personal RR ceiling, mouldy I should add XD and also a rug...Will post some more pics in ten or so. http://i.imgur.com/7cO0Lv7.pnghttp://i.imgur.com/dX0vLxS.pnghttp://i.imgur.com/G21UMpX.pnghttp://i.imgur.com/ANyJOs8.png Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 18, 2016 Share Posted March 18, 2016 I love it, the darker colours of the tiles look fantastic with the light playing across them. It really brings out the opalescent texture of the tiles which was previously lost a bit in just seeing bright light. I like the moldy ceiling effect, especially with the way the normal map gives it a real 3d feeling. I'm not sure about the orange outer border on the mold patches though, it does make them visually distinct but looks a bit too clear and sharp for a natural object, especially contrasted with the desaturated mold. Maybe if it faded out over a larger distance? The rug just look great, I've really got nothing to add there. Link to comment Share on other sites More sharing options...
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