It looks flat compared to your other renders
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It looks flat compared to your other renders
I agree. I think the details on the side of it look rather flat...
@Newbkilla:
There seems to be too much bloom/light.
Do you have a specular map? And if you do can we see it?
http://img195.imageshack.us/img195/5255/newbspec.jpg
Yea, there's the specular. All I did was take the diffuse and contrasted it using levels.
http://img504.imageshack.us/img504/5...slessbloom.jpg
The real dark image really shows the normal map, but for some reason, in the regular lighting, the normal hardly shows at all. In the second image, I toned down the bloom a little.
Final:
Up for voting if any of you have a DesignByHumans account
http://www.designbyhumans.com/vote/detail/59587
Better. Is there a reason you are keeping it so low poly? Did you use a dynamic light? Lastly, I'd try doing something really funky with the normal map and see if it distorts the model in the normal lighting. If there isn't any, then you know the engine isn't using normal maps for some reason. Otherwise, if it does, you just have to edit the normal/spec/diffuse to exaggerate the features more.
I wanted to keep it as low poly as possible, and for the fact my high poly model was almost like a box with exaggerated features. I'm new to Marmoset, that was my first render in it. I have set the normal map, but for some reason, the engine does a funky way of displaying it. I'll work more on it tomorrow, right now, I'm going to bed.
It's a door.
http://i79.photobucket.com/albums/j1.../doorblank.jpg
http://i79.photobucket.com/albums/j1...quin/door3.jpg
http://i79.photobucket.com/albums/j1...quin/door2.jpg
I've skinned it and made a basic diffuse map for it which I quickly whipped up. However in my renders there's white lines which are clearly visible connecting each panel of the door. They don't show up in 3DS' normal views or on the uvw map itself. Any ideas for what could be causing it?