1) If you export the diffuse and alpha as two separate files (24-bit Targas), you can use the alpha in the OpacityMask channel of the material editor. I do not know how to setup a texture with its own alpha. 2) If it is just a simple texture meant for the floor (not a static mesh like a door or rubble), then you'd select…
Yeah, but often you need to bake on a low poly envelope. For example a couple layers of camouflage mesh and a canvas tent beneath, all as a single layer of low poly surface. I mean with that mesh as alpha textures on hi poly. Octane baker uses the low poly object polygons as ortho projection ray casters along surface…
I`m pretty sure thats what the exact function of a gloss map *in thoery* should do. The blurred look comes from the surface having a roughness to it. the smoother the surface, the crisper the reflection. This level of surface detail, is usually so small however, that its hard to see in real life, let alone at game res. So…
This accidentally answers the question above and is also my critique for the night scene: The colors are too saturated. - The blue light is far more gray and greener/less red in the refs - The yellow light can also be less saturated and red I'd adjust them and experiment with adding a couple of faint, desaturated green…
Two Listen thanks for your comment . it's really that way . Mostly a waste of time and nowhere close to replace people here. As of 30 min Photoshop work it's sort of shows itself in many car games . Manually painted skid-marks , totally out of physics context when wheels gets different pressure, diffrent side of contact…
Just posting some work that I finally completed earlier this year. It sat for many years as a blockout on my hard drive. Due to some down time, I was able to start working on it at the end of last year. Inspired by one of Tor Frick's pieces, as well as work on some of the Alien films I wanted to tackle some science fiction…
It is expected behavior. Matcaps all have lighting information baked in that is then mapped onto the model based on the camera. If surface detail is part of the Matcap, it will be projected onto the model as well and stretched accordingly. There is no way for the projection to work succesfully for both, lighting…
Normal Maps and Bump Maps both serve the same purpose: they simulate the impression of a detailed 3D surface, by modifying the shading as if the surface had lots of small angles, rather than being completely flat. Because it's just modifying the shading of each pixel, this will not cast any shadows and will not obstruct…
Thanks for the tips, Shep. I initially had considered adding some leaking elements to the texture, but I hesitated because of the likelihood of that surface being rusted. This is what I meant when I mentioned visual interest versus the reality of how that surface would look. I didn't want everything to be overly filthy or…