Hey everyone, I am a uni student currently working on a project with some friends in UE4, and I have been working on a master material to provide us with some easy variation and functionality across the board. I'm primarily a 3D artist but I have been teaching myself how to work in the material editor for a while now, and…
Hand Painting Characters with diffuse map only.I used AO map and light map for Diffuse map. I used photoshop for painting. No normal map. Body painter for fixing seam lines. Jason Ahn pokerjarny@gmail.com https://www.artstation.com/artist/ajkjk https://www.youtube.com/watch?v=Q5VDjGTGJWg
Hey man, quick write up for you. The wear I was talking about is most noticeable on the ventilated rails but looking at your diffuse, seems to be applied globally. I don't think it's inappropriate placed, necessarily, just that it's not a proper effect you'd see on this material. Doing a quick google search, I came across…
Shep: Thanks man, good advice. (I was prob overthinking it) What I'm going to try first when I get to the graf stage is just overlaying the diffuse overtop, inheriting the only the bricks' normal information. I'm pretty familiar with using floating decal geo, so if it comes to that, I should be ok. One thing I did find was…
Long time no post! I'm done with this one :) Rifle : 12072 tris , 2048*2048 Diffuse / Gloss / Specular / Normal Red dot sight : 1900 tris , 1024*1024 Diffuse / Gloss / Specular / Normal (I'll post wire and texture sheets later !)
At this point you'd be better off not having spec or normal and really going for it diffuse-only. Did you by any chance make your normal with the nvidia filter or similar? It's all high-frequency detail, none of the larger shapes in the diffuse are really supported by the normals.
Diffuse looks quite good. Check out the program Crazybump, make a normal map from your diffuse, and overlay it in photoshop over your current normal map so you get details from the scratches, rust, paint, etc. popping off
thanks! actually, it's just a lambert with a diffuse and no lights in maya software. AO baked and burnt into the diffuse. almost all of the values stem from the AO. so far there's almost nothing hand painted, just mixtures of selective color layers and mask layers. :P
I know this isn't how emissive works, but I think that multiplying a constant 3 (or 1) by the diffuse and inputting it into the custom lighting would work. Or If I had an emissive map. I would use a constant 1 multiplied by a texture sample, then multiplied by the diffuse.
Yea i get that. Currently both the image and the sketchfab viewer don't have any specular at all. It's all just diffuse. The game it was destined to has no support for any map besides the diffuse so that's all i could muster for now. Thanks for the input.