Overall though, the 3D information from the normal maps don't show up very strongly in the SC2 engine. It mostly affects how spec works; I would say 70-80% of a unit's textures still comes from the Diffuse map, and the spec and normal maps work together to give a model that high-res look. It doesn't push it as far as say DOTA2 does though.
Could you post some screens of what doesn't look like you want and how do you want it to look? There is a chance that some material properties can work it out, and I could help to diagnose.
Earlier I noticed that your archer model look a bit darker, both by diffuse and by specular, relatively to the models I created materials for. That made me think, that you maybe didn't touch some material's parameters that could improve models look.
Hey, Triceron, I wish you create a little "Texturing" tutorial, where you'd describe the key steps you go through to texture a model, including both, 3d max side measures (like proper uv-mapping), and photoshop side measures (like... making some parts brighter to underline the edges). I know some little tricks, but when I see your models, I want to learn something from you (especially remembering the fact that a big part of my common modelling knowledge I took from you).
I've tried to use archer model and it works cool, and there are things wish you modify:
1. Scale down its size with 0.15 multiplier.
2. Slow down walk animation with 0.1 multilier.
3. Add target attachment (or maybe it's target volume) to give projectiles a target to fly to instead of origin.
Just 2 things I noticed: the reflected light on his forehead look a bit too intense and glossy, like his skin is covered by some glaze or varnish. Also, the bottom of the beard look rough and not so natural. But the whole thing is impressive as fuck.
Btw, displacement material would look cool for the water elemental. Just make the main mesh a bit transparent, copy the mesh and apply displacement material to it with the same normals you use for the main mesh. And it should look pretty waterish.
Cool! So bright and charismatic!
Could you post some screens of what doesn't look like you want and how do you want it to look? There is a chance that some material properties can work it out, and I could help to diagnose.
Earlier I noticed that your archer model look a bit darker, both by diffuse and by specular, relatively to the models I created materials for. That made me think, that you maybe didn't touch some material's parameters that could improve models look.
I think it is noticable on this image:
Hey, Triceron, I wish you create a little "Texturing" tutorial, where you'd describe the key steps you go through to texture a model, including both, 3d max side measures (like proper uv-mapping), and photoshop side measures (like... making some parts brighter to underline the edges). I know some little tricks, but when I see your models, I want to learn something from you (especially remembering the fact that a big part of my common modelling knowledge I took from you).
Oh, and I glad you're back and modelling again.
@Triceron: Go
I've tried to use archer model and it works cool, and there are things wish you modify:
1. Scale down its size with 0.15 multiplier.
2. Slow down walk animation with 0.1 multilier.
3. Add target attachment (or maybe it's target volume) to give projectiles a target to fly to instead of origin.
It's all fixable in game, just takes time.
Great to see you have uploaded those models. What are your plans about the others, like ballista or a mage on a horse?
Badass indeed.
Just 2 things I noticed: the reflected light on his forehead look a bit too intense and glossy, like his skin is covered by some glaze or varnish. Also, the bottom of the beard look rough and not so natural. But the whole thing is impressive as fuck.
Btw, displacement material would look cool for the water elemental. Just make the main mesh a bit transparent, copy the mesh and apply displacement material to it with the same normals you use for the main mesh. And it should look pretty waterish.
I can understand why when I look at your models.
btw, don't you think that simple white specular map looks usually better then any colored one?
This sentence makes me feel right about my intention to pay more attention to texturing :)