!!, Sir. CJE, will you be kind enough to state your CPU spec, RAM and the far most important Graphix card spec? *I would reset the 3ds max 2010 entirely if I were you, and see if the problem still remains*
There's this thread that's been running for a while now with people's computer specs: http://boards.polycount.net/showthread.php?t=53024 Agree with danr. Though I'm secure in both my penis size, and computer specs, and needn't be validated by nor show off to others ;)
AFAIK (I might be wrong in my explanation) In the metal/rough workflow you need to make it a light color because the metals color information is stored within the albedo unlike the spec gloss workflow where is it stored in the spec map.
Yes, in the metalness workflow you don't really have a separate spec color texture. In my case, I do have separate diffuse/spec color textures (not using metalness workflow), therefore my metal albedo IS black.
the stickers also shouldn't be the same color in spec as in the diffuse, this will create a strange sort of glow in the dark look. green in spec means the reflection is actually green, i'm not sure what sort of paper the stickers are printed on that would reflect green =)
i think your spec map needs work, your textures look quite flat, can barely tell you have a normal map. looks kinda like your spec was generated off the normals for some reason.
Correct me if I'm wrong but the preview vid for 3.5 showed PBR and the material editor still wants Diffuse, Spec/Gloss and Norm, shouldn't it want Albedo Spec/Rough/Metal and Norm now? Or am I being silly?
^^^^^^^^everything Cholden says... also an env like this relies on spec and ref maps...keep it subtle but at least have it... also look at making a sparkle shader (highly tiled norm+ spec noise map) that will give the snow that crystaline effect
did you do any work on the spec map yet? imho a diffuse map for metal is "supposed" to look boring by itself. alot of the surface detail and definition in metal is added with it's specularity. don't be stuck on the diffuse, start working on the spec. ;)
RTTNormalMap.fx I used this shader in the Direct X shaders and it worked correctly, but this shader doesn't provide slots for spec maps. :( Can anyone recommend a shader that works with object space normal maps and has slots for diffuse, spec, etc.?