@Contrails: I tried bumpoffset, but the offset didn't really match the other textures, so it looked like two misaligned textures multiplied...hard to explain. But thanks anyway, I'll probably look into that at a later point! @Sid Thanks! I really love the style of those sofas, so sooner or later I really had to do one…
Do you have any example of what you are saying azkur? I have an occlusion of the shape of the eye that very subtly occlude the eye texture at the moment. I know in cry engine you can ad a little plane in front of it with an occlusion but i'm not sure how marmoset would support that? Jao Sapiro I aldready made the eyes…
Alright, here we go: 1) There are more smart materials than actual scanned texture patterns in the suite, and sometimes certain textures get "re-purposed" to different uses. Simply speaking, the PBR character of your texture comes predominantly from the specular and gloss values, so if you're so inclined you could take a…
You need to steer away from the "highschool emo" concept of "red" for blood when it comes to surfaces. Unless you JUST stabbed someone and the blade is currently inside of them, blood will dry and soak into those surfaces. Look at films like Chainsaw Massacre, Saw, Silence of the Lambs, or the new Friday the 13th when it…
Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…
You've got a diffuse and a normal map posted - is there a spec as well? There is very little reason to use a normal map without a specular map - if you don't have a spec map, you'll get better material definition by painting the spec into the diffuse, and at that point you're painting in lighting, so your normal map is…
First off, nice model. The diffuse texture looks pretty good. As for specular, you're using an environment map here when you should really be using a specular map. They're different things - spec maps plug into the "specular colour" part of the shader and don't reflect the environment, just the light source. Generally…
[ QUOTE ] dont make orto-view-renders.. they always look odd.. for the highpoly: try to sharpen some parts up.. so you can loose this melted look a bit(mainly the parts, where different, muscles are meeting or the parts where something goes into the body like the "finger") for the spec map: if you define the structure of…
I think this should be interesting for everybody. Luxology released 3 videos for modo 201 about the painting and baking of bump/color maps. You can even re-UV map your model and rebake the color map to match the new UV. James and I are using the beta and i'm pretty much going over all the model and world textures and…