This is sort of a point I'm curious about as well because in my mind the fresnel should handle most cases of specular, and for all intents and purposes, to me 'fresnel' is the specular term. Multiplying a reflected cubemap with the fresnel term (after you've adjusted it's falloff etc) is pretty common for shiny materials,…
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…
Cool stuff, the model and normal-map look nice! However I think the diffuse and specular could be pushed a lot further - for example there's no subtle shadow from a lot of those normal-mapped elements (for example the straps over her shoulder are very "flat", there seems to be nearly no diffuse/specular detail or…
Sounds like you're making too much work for yourself. Stick to just using Diffuse, Specular, Normal (maybe Heightmap too, which can often be multiplied on top of the normal by the engine) and Glow (if you have any parts that need to glow). Light map is not needed. Ambient occlusion should be baked into the diffuse and…
So I recently signed up for GameTextures. It advertises UE4 support, which means (as far as I'm aware) that it supports the metalness workflow. I'm not using UE4, but I AM using the metalness workflow so I figure it must be possible to beat the maps they give into submission for my purposes. I download a few textures and…
It's all look pretty much like CelShading Toon Shading (you can google both and how it works.) with flat colours. In Arnold you have basically there a slot for Diffuse Flat Colors and can readjust color of the Shade that works something like on the screenshot. Shade color also can be connected to the diffuse color with…
Tiny update. Still making progress on the cards, but in the meanwhile that fur breakdown thread got me having silly ideas. Many unknowns, I'll only be sure it works when I get it into an engine, but I'm wondering about what vertex color is normally used for in creatures and clothing, because I got some interesting and easy…