Welcome to Polycount :) Hmmm, that model seems to have hand painted textures, unless I'm mistaken. You said that most of the tutorials you've run across have spec maps and normal maps etc., while the game you're modding only supports diffuse textures (must be an old game to not even support spec maps). But why can't you…
Face is too flat, and the knees seem to be a bit too high, exspecially with those knee protectors spec ops usually wear (they normally hang down a bit).
anyone know how to get mental ray to render the effect? where bright spec causes a halo type bloom.. Can do it in PS just thought i'd like to have a turn around anim
How are the shaders set up? Depending on how complex and realistic the shader is (i.e. spec? roughness? gloss? fresnel?) you'll get pretty different results for the textures.
could be smoothing groups were turned on during the normal baking process, causing it to bake the smoothing group hard edges into the normals, does this happen with the spec turned on, but normals off?
I am using the standard spec shader. Since the artifacts are literally painted into the scale maps I would expect that this is some sort of bug or fbx compatibility issue with that system.
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@VikingFunk: I'm liking the addition of damage stats and the metal burn (Oxidizing?). @GameGuran: Glad to have you here, nice work. I've been working with materials in UDK, there's still a lot for me to get to grips with so this seemed like a good time. I've used the packaged RockMesa06 while I work out materials. Cavity…