mhh i know of snapshot issues when u do not have any normal map or diffuse map in a slot. it always needs some textures in there like the default ones which are there on startup. hope this is helps, but i guess u are using both diffuse and normalmap.
Yea as Computron said I created weight/alpha maps in World Machine and then used them as layers in photoshop with some colour tweaks. The UDK shots are just a diffuse of those maps applied together. The layers within UDK all have this diffuse texture on at the moment
You have too many big bubbly shapes in your spec. It's too visually noisy overall. Clean this up, take only the normals that show form and a flat color diffuse and work up carefully on diffuse and specular. Less is more in the case of materials like this.
Hi guys, I just finished my first realistic character model, its a Cossack... I would really appreciate if I could get some feedback on it, especially for the textures... and here are the maps Body Diffuse Body Spec Body Gloss Body Normal Head Diffuse Head Spec Head Gloss Head Normal
Hey Guys, I am trying to bake out a diffuse map from a high poly to a low poly object. The high poly is using a MIA material-x for all of its diffuse and spec info. When I try to bake it out, the color maps come in completely black. Any thoughts on how to fix this?
Hello fellow Polycounters. Here's a diffuse-only model I made of Sun Wukong, the monkey king for a Riot art test. This is based on their character, but I made the concept for this version. This was a little bit over two weeks. It's sitting at 7916 tris and using a 2048 diffuse map. I'd love to hear what others think of…
so my current project is this; my aim was to create something that was an extension of my illustration style ( http://www.medicinal-waste.co.uk ) merged together with what I do for a living, alongside making my existing style better through this technique. If you look at my samples on my illustration page, they are pretty…
Part of your issue with getting the gold letters to shine well is probably also that the diffuse is so bright. Gold generally has an extremely dark diffuse and a bright spec. Its the contrast between the two that sells the material definition more than either or.
Then start your spec! these are not materials which you can accurately represent with diffuse only. You need the relationship between spec/diffuse from the start, or it's going to look like shit. The plastic will look interesting because of your specular map. Get to it!
I'm available for 2018 contracts. Anything from envrironments to characters, diffuse only mobile to AAA PBR spec. Contact me at justin@artbyjustin.com A few recent things: Haunted Idol for Creativerse - diffuse only Player body for VR game To The Top