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Old 12-28-2006, 07:19 PM   #1 (permalink)
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Centaur

this is my first shot at doing normals mapping. i'm finding the model looks to shinny. its like the displacement map is directly effecting the specular. this might just be a part of the normals mapping, i'm not quite sure.. but what i'd like help on is how to make his skin look more fleshy.. and less like plastic. i'm not sure how to go about it.

i'm still working on the textures, they're just one layer so far. i'll need to flesh them out a bit more.
if anyone has any tips or tutorials i should take a look at i'd be very thankful
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File Type: jpg centaur.jpg (176.1 KB, 75 views)
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Old 12-29-2006, 03:06 AM   #2 (permalink)
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if i may have a comment.. the underside of the centaur, the rib cage area looks like it needs to be more pronnounced..and you might want to look at the length of how far back the ribs go
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Old 12-29-2006, 11:58 AM   #3 (permalink)
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Before I comment, is there anyway you could post your diffuse, spec and normal, it'd be a lot easier for us to tell you where the work needs to be done. Cheers
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Old 01-06-2007, 06:23 PM   #4 (permalink)
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here's an update to the centaur. All i've added so far to the model is the texture and the normals map. i'm running into the problem that the model seems to glow as if it was lit by an ambient light. there are no shadows now.. so the normals map is almost useless, you can hardly see it. i'm going to look for lighting tutorials. i know that the texture itself has it's Ambiency levels and Incandescence levels turned down to zero.
Attached Images
File Type: jpg CentaurWireFrame.jpg (338.1 KB, 10 views)
File Type: jpg centaur.jpg (125.4 KB, 19 views)
File Type: jpg BodyNormals.jpg (99.3 KB, 9 views)
File Type: jpg Unfinished Texture.jpg (120.0 KB, 14 views)
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