In cases like this one, it may be better to have two textures, a small alpha'd texture for things that are small and detailed like the clock hands and other similar parts and a larger, non-alpha'd texture for the rest of it. Of course it also depends on the game engine and how textures are compressed for the build and also…
Agreed. Looks like your trying to backtrack a little iomeen. Maybe next time you think of starting a thread that's going to achieve nothing but insult an awful lot of hard working people, don't? ;)
EarthQuake> Nope, pretty much a gloss map afaik. The substance map controls the specular color and fresnel term. This should be sampled from IOR based values if you're aiming at realism.
Thanks :) , I did the layout after reading a post by Earthquake, he was recommending people to space their islands out more so that they would render well at lower Mip Levels. I had intended to post they layout in that thread and ask for feedback but never got around to it. Been having problems with the wood, I can get the…
Thanks again all :) Thanks Shrike. maybe! If the renders turn out to be a bit busy though the flat surfaces might be a relief to my eyeballs. Just playing with a render in Nuke. Not even close to final materials. Still need to thin out the wings and make the top+bottom hatches. also the atmosphere and ion trail
Not sure how important it is but 16 bit tiff seems broken for normal maps. Really like the IOR and can't wait to play around with the Dota 2 shaders :)
Well, that diagram you linked has a reference chart in it. So I'd guess there is probably a good place to start. Or if you want to go full math-mode, start googling IOR/RI lookup tables.
Good idea! Probably would be a good idea to get some Physically Based Rendering discussion going on in here. As the guys from Killzone said they had to get the artists to throw out everything they've known about texturing from the past 5 years and basically migrate over to the new system. Here's something I've wondered a…
Definitely gonna go through the folds and wrinkles again now. Thanks Iotet for the visuals. Also did a quick silhouette test, because, yeah. Gonna go back and adjust the upper arm armor pieces again, cuz they make silhouette looks worse. Not sure if I should also widen her chest/ribcage or not.
Great work guys :) one question, when I import the free substances into vray via the script in
megascans bridge, in the created material the reflectance is driven by the ior
at 1.5 (which is fine for dielectrics as it equates to an f0 of about 0.04),
which is fine, and the reflection colour map is set to a value of 50 i…