Yes the script bake the AO, the Bent, normal and cavities. But you have nothing to do because everything is already plugged in the compositor, Blender will take your maps and generate your greyscale. I have added some annotations on some nodes to adjust the AO, the top lighting from the bent. So you just have 3 textures to…
Thanks dude... I usually treat my game models as if they were going to be rendered at Film Quality...i normally use ZB for my texturing and I use AO and Cavity maps in my texturing. Here is a texture sheet for my vampire. I normally treat these as if i were painting human skin for a CG film. I also reference the look for…
Hey again folks! I'm still getting work done on this whenever I can. Besides the art side of things I'm also looking at gameplay at the moment. Between performance and gameplay limitations, I'm beginning to think that my initial plan for the level was a bit too large, so I'm looking at cutting out about 1/3 of the map,…
Yeah no problem, thats a good point! Ive actually been thinking about what I really want to achieve with this cyberpunk agent and for me it was kinda going to be a test of rendering and lighting in toolbag 3. So I wanted it to be current specs but Im actually thinking of just making him into a head and shoulders bust so…
Thanks for all the replies. I will try and break up the brick building more by adding trims. I will also be bumping up the spec as RexM suggested. I had thought about going zombie apocalypse but decided I want it closer to just a small section of a city before any disaster. I might go back after and create a post…
For the most part your materials are pretty solid and I'm really digging them. However there are spots where the light is shining on the surfaces and the spec mat is just a perfect highlight. I'd try adding some subtle cloudy texture to the spec or gloss, something to just barely offset the perfection. And in regards to…
Baking + Texturing I baked the hair from Paint Effects strokes onto a mesh that has the hair strands' UV layout as topology (without subdivision). Results were actually usable but I'm going to try FiberMesh next time for performance and control reasons: I created cages but difficult areas, as the mouth and the epicanthic…
I also haven't seen a huge difference when the maps are off, though they usually aren't off by a lot. I have had normalization be a requirement for tech reasons though. At my previous company, we used performance optimized textures that only saved 2 channels worth of normal information. So for example, the texture only…
@ Torch - Thanks man. My understanding is that metalness maps are simpler but less versatile. In the initial phase of texturing I briefly tried them both and found that I had more control over the end result using Spec. I also noticed that a lot of the amazing-looking PBR renders were using spec maps rather than metalness…
The trains material definition is really bad and could be improved a lot. I get that it's an old train but try adding some specularity to the windows, paint and/or bare metal. I'd also try to make the train a bit more interesting with some panels and such as there are way too many flat areas with nothing going on. The best…