https://youtu.be/YDeptWduHNc Today, we'll dive into the Substrate shading model PART 1. Substrate is a powerful tool for physically based rendering (PBR). We'll focus on the Substrate Slab BSDF, which helps create complex materials by allowing multiple layers to interact with light. This tutorial is beginner-friendly, and…
This stuff is pretty basic, but is a good introduction to working in layers, with a focus on simple geometric forms. Photoshop GIMP or Krita are all good software to use here. Start with a simple background color. Make a new layer and use a rectangular marquee tool to start making shapes. In Photoshop, we have the Stroke…
I've tried this in cryengine and couldn't make it work. Even disregarding IBL, the highlights wouldn't spread far enough through the scratches to achieve the effect in OP's picture. Would be cool to see if this can indeed be done in-engine without a specialized shader. You can see in the tutorial that he uses a layered…
Ok so what I do (and this might be bad but it worked fine) was to go to the corresponding material folder in DDO, then in Photoshop once you know where you are just create a new layer. It will appear in DDO in the right place. Name it correctly then paste the sticker/number/strip/whatever in to that layer. You will need to…
I personally feel like these could benefit from - interrupted highlights (try masking out the highlights on the bevel effects layers - also double up the highlight layer, set one to screen and the other to overlay and adjust opacities) - more irregular beveled edges (meaning the original shape you applied your bevel effect…
Hey GragGunslinger, thanks for the positive comments! Addressing the issues, I agree about the writing. I may try writing on an appropriate material, scanning it in and layering it onto the door that way, so that it looks more like 'real' writing. The walls aren't tileable yet. Based on my schedule I decided to try and lay…
I suggest making an inverted form of all your Specular textures and plug them into the Roughness input. Then in the level, add a Sphere Reflection Capture actor over each puddle in order to get the reflections to show up. Edit: Also to be safe you can try adding a flat normal map or a 0,0,1 vector node to represent the…
Having just gone through making about 20 specular maps for work. Color variation is good, in fact, it's really REALLY good, within your specular maps. Many times you will want your specular to be a different color than your color map, if you are able to use an RGB specular. I normally make the large flat surfaces fairly…
I wouldn't use Valve's code as an example for anything. Any OOP in HL1 was layered on top of the Quake engine, which pretty uch gurantees a mess. The Unreal games seem to take the codebase of the previous game and add a new layer of inheritance on top for each iteration, quite a mess (the xPawn (player) seems to have…
i think what i want to say is kinda not clear enough, ofc its my bad sry all. but what i mean is that i combine 2 normal map layers 1st layer is the normal map baked with average normals 2nd layer is baked without average normals to get the final normal map which i am using in the first (Model)picture