I cant figure out how to tone down the reflections on my materials.
ive got a metal material, which is supposed to have a high specular, but not very much reflection. No matter what i do to the 3 (!) sliders i still get fresnel reflections at high angles which basically light up my model like its armageddon or something.
here is a picture with maximum (256) specular sharpness and maximum (3.00) specular fresnel. The problem is minimized with these settings, anything lower for either slider and the reflections just get waaay stronger.
heres the material im going for:
notice how the gun doesnt look like a mirror in the ref pic.
Replies
for metal like that you want a low sharpness medium reflectivity material. if its getting too bright you need to darken your diffuse.
post your maps and perhaps we can offer some advice.
here are the textures for the part in the pics.
The only time when a separate specular setting would make sense, or even do anything in marmoset, is basic specular from point lights.
Your reference doesn't have a high spec or reflection, it looks pretty matte to me. Play with the glossiness.
Glossiness(specularsharpness in toolbag?) defines how sharp(mirror like) or diffuse(matte) the reflection is, adjust the slider or load a gloss map(in your spec alpha?) to control glossiness.
Does anyone know what exactly 3pointshader's quality normals modifier does?
The bake i've done on this has one place where the normals are oddly bumpy. I've looked over my UV seams, SG seams, and nothing seems out of place. Ive baked dozens of weapons before and never had a problem such as this.
The weird thing is that 3ps's Quality Normals modifier seems to fix the bumpyness.. This is going in a game though so it'd be nice to get the normals working everywhere else too.
like i said, i've looked over my smoothing groups and UV seams and i cant see anything wrong with them. The mesh is pretty smooth, angles between polygons are about ~20 degrees or so in that area..
its hard to show in a still pic but you might see the light is reflecting a bit unevenly..
i've had far worse surfaces bake perfectly.. what could be the problem now?
the symptom is that the normal map doesnt smooth out the surface as it should, but i dont know what caused it. Quality normals modifier seems to fix it, so if i knew what the modifier did, then maybe i'd know what the problem is.
Chances are you're gonna get smoothing errors in-game if their normal map rendering isn't synchronized to the 3ds max scanline tangent space. Not much you can do to avoid that, aside from avoiding extreme angles etc