|
|
|
|
|
Great start here. With a little bit of clean up, she'll be good to go.
|
|
|
|
| 1. |
It looks like you did a "find edges" from the Normal Map to get most of these edges in the Specular. Sometimes it works out for some assets, but this one was not a candidate as it placed a brighter highlight right into the edge - the worst place for this asset. All of the deep crevices and edges should be dirty (grunge) and should not reflect any light. |
| 2. |
Highlights were painted on the Specular on the wrong edges. Once again the deep indentations should be grungy/dirty and not reflect light. |
| 3. |
Diffuse: For the caution diagonal, I am going to assume it's black tape or decal that has decomposed.
Specular: I would recommend that the diagonal be desaturated and brighter so it would have a sheen to it. Be sure to add some irregular grunge/crap in there too to make it interesting. I would also expect irregular grunge in the Specular Yellow Paint too. I would probably desaturate the yellow paint a bit closer to white so that it reflects white instead of yellow, but that is a popular argument between artists, so to each his own. |
|
|
|
Specular Work:
To get the highlights on the edges, the best way is to paint a new layer on top of the Normal Map.
When done, place this Highlight Layer on top of the stack in your Specular Folder as an Overlay. I will usually duplicate it and run several eraser passes around in both Highlight layers to get some variety.
|
|
|
Specular Work:
Likewise, always consider the deepest crevices of the asset where dirt and grunge will occur and make sure they are very dark to black. Usually the Ambient Occlusion picks a lot of that up, but always make a visual check to make sure those areas are all spotted and updated accordingly. |
|
|
Here's the original Specular and where the highlights should be. Once these issues are resolved, it will look even better. Hope this helps.
- Dregs
|
|
|