Quickly i have some renders of the rough Diffuse. To bring this thread to a close i wanted to at least show my base diffuse. I will be reworking the grip on the normal spec and diffuse map soon.
[ QUOTE ] I box map my high detail mesh for diffuse baking. It usually doesn't matter if it's before or after mud, but generally I save it as a last step before baking normal, diffuse and lighting map A little more technical info here, but this doesn't use the diffuse baking technique…
You have your diffuse color set to black and your diffuse Texture is plugged in the reflective input. For metal materials you need a dark diffuse color but not for non metals.
I'm making several models for a mod for Kerbal Space Program. I would like to improve my skills, so please, constructive criticism is more than welcome. I am four models in, and the models are oriented based on how old they are. The first one is a small Nuclear Reactor, and is the oldest. NR_Jr_v2 (click to view in 3D) It…
So I think I understand most things about how to make a physically accurate diffuse/albedo texture, like not painting any shadows in the diffuse or leaving out most detail for the roughness/gloss maps . But what I've always struggled with getting right was what the actual color/values, that doesn't end in a hundred trial…
Who wants to watch me struggle through my first attempt to texture now? Anyways I blocked out some simple colors in the diffuse. And I made a game plan for what I think the spec/gloss levels for various materials might be, although I may very well be wrong. I plan on keeping the diffuse pretty plain, and putting the…
@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…
Right now your spec has pretty much the same info as the diffuse, just a bit lighter. What I did was use the diffuse map only to build the internal elements, and completely ignored the glass/plastic cover in the diffuse. The specular is a rather complex map as it tries to trick the eye into believing there are separate…
Well after a month tangled I finally figured it out. The problem was I was exporting in 16 bit as targa in quixel it automatically made them psd files and only the diffuse, specular, roughness, and normal would generate, instead I exported in 8bit as targa which it generated 5 maps this time including a Reflectance at…
When using multiple matIDs, your UVing and texturing process remains the same. If you're going to give an asset a unique texture, unwrap it in the 0:1 space. If you're unwrapping for a tileable texture, unwrap it so it goes with you're tileable texture. If you're unwrapping with a semi-unique/tileable texture, unwrap it…