Very nice model, love your work, what kinda shader do you use in the max viewport? I like it
The max viewport shots are nitrous in realistic mode with AO and shadows and skylight-as-ambient all enabled. That along with a 3-point light setup (plus a skylight) provides the right environment.
For materials I use blend materials, where the A material visually matches the target, and the B material is a solid color for baking material masks.
You can set the blend materials to 100% blend, and it'll bake the B material but display the A material. This is probably a bug with the viewport but it's actually very helpful.
The max viewport shots are nitrous in realistic mode with AO and shadows and skylight-as-ambient all enabled. That along with a 3-point light setup (plus a skylight) provides the right environment.
For materials I use blend materials, where the A material visually matches the target, and the B material is a solid color for baking material masks.
You can set the blend materials to 100% blend, and it'll bake the B material but display the A material. This is probably a bug with the viewport but it's actually very helpful.
the edge wear is mostly a procedural mask, derived from an object space normal map (using the find edges filter) and then multiplied with AO and a grunge texture.
Amazing work yet again. I didn't see this in the high poly and don't see any shadows in the render, you've got strong black part. Showing in the wires pic too. Maybe from the AO?
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[ame]https://www.youtube.com/watch?v=85HT4Om6JT4[/ame]
lol yeah. I hope xnormal guy fixes that bug one day, it only happens with cavity maps. I almost never float shit anymore specifically because of that.
The max viewport shots are nitrous in realistic mode with AO and shadows and skylight-as-ambient all enabled. That along with a 3-point light setup (plus a skylight) provides the right environment.
For materials I use blend materials, where the A material visually matches the target, and the B material is a solid color for baking material masks.
You can set the blend materials to 100% blend, and it'll bake the B material but display the A material. This is probably a bug with the viewport but it's actually very helpful.
Cool tip Thanks!