There are basically two ways to create maps like glossiness and specular maps etc. Option 1) You type in the values numerical in Photoshop and then paint with that value. Most often this will be the case for parametric and percentage values which require a monochrome map. Say for instance you want to numerically create a…
hey man, I'm going to pick apart your settings a bit if you don't mind. First off turn off anti aliasing, it's not like game anti aliasing where it cleans up jaggies it's almost just a sharpen in Photoshop. Now to set up your DMC sampler settings. go to your render elements tab and add a "sample rate" and render again.…
Thanks for the positive reception guys! @Amatobahn Its probably a little too crazy. Haha @dkeez Thanks! @Augh Im glad you are enjoying the game. Its also nice to hear that the little details and extras aren't getting lost. @Sean VanGorder Thanks! That texture is actually one of the few that I got to do in full color.…
Give it a quick go, my initial thoughts... If you load an image without first selecting a preset, it'll flat out crash. That's probably bad :P Doesn't support TIFF or TGA, which is a pain. I think there are a lot of things that will use these formats, they (along with PNG and BMP) tend to be the stalwarts of lossless file…
I think there is a pretty common misconception that if its a simple prop, its easier to do a painted bumpmap. However, if its simple, it shouldn't take very long at all to make a quick HP and do a bake, which will be much higher quality and more accurate than a painted bump ever could be(in most cases atleast). When you do…
Today's exercise is to add my Son of Santo styled character to a IC6 world. I'm experimenting with foliage, foreground lens elements (as I tend to stage my work in the middle), overhead Softbox arrays and learning to assign a walk to a Path. 800 frame animation switched between two cameras. Assigned a Dummy or Nul object…
Flybyknight: thanks dude, I might put together something for another sketch. I havent got any step by steps left for the knight because I have the nasty habit of flattening my layers every now and then. I attached some quick sillos I did for the character though. So yeah, this is basically how I would start any concept,…
HM, actually i cant see any difference , what does the normalizing do ? Maybe because i have a constant 3 with 1 in blue instead of a normal map? Will be using it for the hobby game I'm working on, Many of the level assets are metallic. I'm mainly looking for all kinds of Lighting model shaders to bring a little more…
No problem, here is an image illustrating the part about loop rotation Simply add another channel in photoshop (alpha channel) with 100% white on the areas you want to show and 100% black with areas you want to not show > save the image as *.png for instance since it supports alpha mapping > go to attribute editor in maya…
In Xnormal, have you got the normal map swizzle set to X+Y+Z+ and the 'compute binormal in the pixel shader' box checked for the MikkTSpace tangent space calculator plugin? (You also need to check this box for UE4 and Marmoset MikkTSpace.) You can use normal maps that have a X+Y-Z+ swizzle if you pop in an RGB curves node…