What are the current average specs for environment textures? For instance, I've worked under a 512x512 max and 256 pixels per meter specs for a while now - are you guys doing 1024 per meter, 2048... *cold sweats* 4096?
Hey guys I wonder How to keep my Spec and Normal when baking the lighting with light mass in UDK... When i Bake everything my Spec ans Normals becomes not dynamic anymore or seam to disapear in the editor. is it possible to keep them even with lightmap baked? tanks
Hey, polycount I got a question and it could possibly have a simple answer, I noticed when applying a spec map to a model it does not appear to display any highlights when using an ambient light under high quality only with other source of lights. Could just using an ambient light make the spec map ineffective? I have been…
Hello ! I'm making a new project on Substance designer : A floor covered by coins. But I have an issue on my gloss and spec map. (I'm usually Metallic/roughness but since it's for my portfolio and my render is made on Marmoset, I experienced something new) The tail and head of the coin are both on two differents graphs,…
I am curious about what specs the latest MMOs on Mobile are using. I know your min spec really comes from what device you are aiming to put it on. However, if you were targeting a phone made within the last couple of years, what would be ideal for what can be displayed on screen?
Hey guys'n girls working on this char for some time now, came to the part I really wanna improve on; spec/gloss/posing and rendering, so hope you guys can point me a bit in the right direction. Diffuse: Normal: Gloss: Spec: rendered in marmoset thanks alot guys, any help is greatly appreciated
As far as creating games and such, what can it handle and all that jazz? Is there a max file size, poly count etc. Been having some trouble pinning these down. Also does the Ipod touch specs follow the same specs? I've seen some threads that give me a rough idea but no definitive numbers for guides, any helps appreciated.…
I'm trying to import my colored spec map into substance painter and i have but the problem i'm facing is substance painter refuses to use RGB in the spec channel. Anybody know a quick tutorial or wiki link?
Hi, PC. I've been wondering since I've tried texturing in different programs such as photoshop and zbrush. If I were to texture in zbrush what would the procedure be in order to make specular maps? For photoshop I usually texture and create my spec map as I go but how would you control the spec map if you were to texture…
I'm working for a company that uses spec/gloss over metallic/roughness. Set up my shader, added my spec/gloss maps, but it appears that when I add materials and smart materials I can't get them to show the base color in material preview. It works in base color solo mode, but not material. How do I toggle the visibility?