Couldn't you just use one texture to define the whole 0.0-1.0 range instead? Or is it an accuracy issue? The Advanced Metalness maps RGB 0.0-1.0 into 0.00-0.08 reflectance?
well let me know when you get it working with 2009/2010. We're stuck on 2009 at work because of Gamebryo exporter limitations and I choose to stick with 2010 at home.
Dont worry about matching the reference 100% or if your ref is off. Build what you see. Think "around" the object. It doesnt need to be 100% perfect. If it did, you would have cad blueprints.
http://www.cracked.com/article_18608_the-day-gaming-industry-died-impressions-from-e3-2010.html On another note. http://www.cracked.com/article_18609_more-proof-video-game-industry-out-ideas-e3-2010.html
http://patrickthomas3d.blogspot.com/2010/04/for-your-environment-work_19.html http://patrickthomas3d.blogspot.com/2010/04/for-your-environment-work.html hope this helps, and I'm sorry if its too late too help.
You could buy the Autodesk Education Suite for entertainment an creation 2010. It consists of: 3D Studio Max 2010 Maya Softimage Motionbuilder Mudbox And for a lifetime licence it only costs 150 bucks
Swiss SIG 510 battle rifle I'm working on. For more full res pics check out the thread: http://polycount.com/discussion/183004/wip-stgw-57-sig-510#latest
Working on the texture for an old model I did some time ago. Not 100% done but getting close I think. I went for diffuse only. Max viewport 100% self illuminated.
I have 2010 & 2014 versions installed right now. In 2010 normals looks good, nothing flipped. But in 2014 looks like normals of some uv islands are flipped(or some channel is flipped there). I tried to change display normals option (3ds max, maya, dx) but nothing helped. Help please