DeferredLightingCommon.usf line 103 //float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); uncomment 103 and comment out 104. Then in the console "recompilescripts changed" Im not sure if this will work as I don't have the ue4…
Sat down and I thought I would experiment with normal, AO, and displacement baking within Maya through Transfer Mapping. Was interesting to say the least. Here is a quick writeup for future reference for myself and to explain my process to see if I could get some feedback if I did something askew! Thanks for checking it…
Hey There!!! :D It's been awhile summer vacation and all, alright I have an update and a new HP modell, I changed the texture(Diff not done yet) for my gun a bit, it has no spec(Diffuse is spec atm) yet but tell me what you think : Here is the HP modell i've been working on, the base form is based on an insect, and it's…
"Isn't Photoshop also just reads "sRGB" or "Adobe RGB' etc from the files . A color space the file is intended to store values . And all the magic happens on correcting/ transforming color values for your specific monitor profile by Adobe color engine . A profile created by calibrating device." Just wanted to mention that…