Hi Paquette, it's still good practice to keep the texel density consistant between all your faces (whether they have normal detail or not) because you'll be applying additional textures (diffuse/albedo, spec, gloss,etc.) and that detail will need to hold up across the entire model. There are some super good basic tutorials…
Blockout looks good but yeah the bricks are way too reflective. Check out some reference and you will see bricks can some times have a bit of spec going on but are often very matte. examples http://upload.wikimedia.org/wikipedia/commons/3/3c/India_-_Sights_%26_Culture_-_Rural_Brick_Making_Kiln_02_(4040024973).jpg…
Ambershee's right. Even when using code licensed under MIT, you absolutely have to discuss it with your client. Even if you are authorized to make that call on the company's behalf, you HAVE to let them know before you even begin to think of adding third party code into the project without their knowledge. There could be a…
Thanks, I figured it out. I didn't triangulate the model before exporting. The normals were getting screwed up. Here it is. My GPU died so I finally replaced it. Here is the final result. Any feedback is good. Thanks for all the help. I should do more small projects like this...as long as my computer parts don't die.…
Ah, well you can use the xnormal photoshop filter to add it to each map (diffuse/spec/gloss) when you're doing texturing as well. It doesn't really matter which point you add it. AA is generally good for ID masks, yeah. 2x AA vs 4x will be similar to 4k vs 8k sized down to 4k. Super smooth AA isn't really important for ID…
I quickly ran out of textures interpolation, when trying to blend 4 maps, with 3 textures each (Albedo/Spec/Normal), on shader model 3.0. the only solution I found is to replace the Green/Blue channels specular textures with colors. Here is what I got so far : lerp blending : Height Blending : If this is what you want, you…
Hi guys :-) After the rigging of the froggy dude and all animations for the game, I've done the second character. He's supposed to be bigger and more powerful :-) The low-poly model is 2200 tris and 1024 diff/normal/spec (texture size will be reduce in game ) . And for the last image, I finaly decided to delete the hammer.…
Hello Polycount! I've been researching and tweaking hair last weekend. For now I've been focussing on the silhouette and the overall feel. I've been creating hair planes with a basic normal map, spec and flat colour for now. Any comments or critique so far? I also added some early stage eyes to make him look less dead :)…
If by "it still looks metal," you mean that it is still reflective and shiny, you'll want to adjust your Roughness and Specular values, not your Metalness. Try putting a constant of .75 into your Spec (the default is .5) and lower your Roughness to between .2 and .4, you'll probably get the effect you are looking for.…
Also, most of these shadow calculations are done in engine. Either via static rendered lightmaps or some fancy realtime GI system. I doubt TS has this, so baking in shadows may be prudent. I would expect it to have normal maps and specular highlights which is what throttle is trying to get at. Your materials are just…