Hey all. I've got a question and all the searching I've done hasn't really got me past basic baking questions. Bascially I have started messing with trying to do LOD models and higher poly bakes. Currently I'm working on vegetation and one of the team members wanted more ground cover (ivy type plants to hide tex seams) So…
This will depend on exactly how your skin shader works and what the sub-dermis map defines exactly. But yeah, again probably not a map you should just wait until the end to make, as previewing your diffuse work without even a basic sub-dermis map will mean you'll end up adding stuff to the diffuse that should probably go…
@99499 Really generalizing here but... In the late 90's and early 2000's (back when I started with game mods) there was the diffuse workflow. Diffuse is the color texture with static highlights and shadows painted in. It was really common to use photo mashups as a base texture and paint over everything to unify the static…
1. If the source art is low res to begin with then its going to look low res even when transferred into virtual texture data. 2. When they showed the tools a long time ago all the stamping and stuff was non destructive so changing things could be done without too much work I guess. 3. In the promo builds they probably used…
Not exactly sure I understand what you want to achieve. But from what I understand you want the resulting color to be "blown out", i.e. go brighter than the diffuse-texture color right? Sounds like default behavior to me. I mean, the equation is diffuse light * diffuse texture. So by having a light source which is above…
I agree that you can remove those quads behind her upper leg, that part has no deformation, you can leave tris there as shew81 said before. And my opinion about overall is that looks awesome! :poly124: I think this polycount is acceptable, considering that she has only diffuse map you can use some extra tris to give her…
Okay, so I'm texturing an object with the intention of importing it into Unreal. Right now, I have only completed the diffuse map in Photoshop, and applied it to the object in Max. Would I be correct in applying the AO map within the diffuse color map? Is it ever applied elsewhere? I don't have any issues with the concept…
Hi! I need your help guys: Software that I use is 3D Max, and Mental Ray. And here's the problem. You see that half transparent on the grass? In Unity this looks fine, there is no half transparent cutoff. I have diffuse saved as .tga 32 bit, and there is also alpha channel in that diffues. Also I have seperate .tga file,…
You should look at what Nvidia did in their 8 series tech demos. Anything here so far has just been a really broad fake of thin object translucency there is no scattering going on at all.. kinda akin to what specular is to reflection. The Nvidia stuff actually simulates the diffusion with blurred RTT bakes of the objects…
What you have so far for the difuse is just the basic colors layed out thats just the start of your work. You need a lot more work put into that before you should be calling it done. For one bake out a abient occlusion map and overlay that on to it then a shit load of over lays to give the textue some grit to it. Get in…