Coloured spec is fairly straightforward for the most part. If you want an unsaturated highlight that tends towards white, your spec colour should be the opposite colour from the diffuse. That's why people often use a blueish/purple as their spec for flesh tones. Invert a flesh colour in Photoshop, and you'll get a…
I would do something like this. http://dl.dropbox.com/u/1306131/StonesBaseMesh.obj Yep you're right separate pieces but combined to the same object, not necessarily conjoined. They don't really need to be combined to the same object depending on the sculpting app you might want them all as separate objects but share the…
I remade the height map based off the diffuse. I took the diffuse, and did a hi pass in photoshop until it looked even. It sort of reminded me of a blue channel of a normal map. Then I faded that those to luminosity. Ran levels to get the contrast I wanted. Then I went in and made all the greys more less even to what I…
Hi everybody. So my questions are kind of all over the place. I've been trying to read and watch videos, but I find it hard to find exactly something that helps me with explaining the maps that I have. So I found a model online to start testing PBR with. I can upload it if it doesn't break the rules. So I have diffuse,…
This post is also on the UDK Forum here, I just REALLY need this fixed :/ I have a material that I want to go on a trench-like mesh. I need it to blend between the surface/wall textures and can do this using a Constant3Vector Dotted with a Transformed Vector, and use this as the alpha of a lerp node to blend between the…
first off, if this is in the wrong forum i apologize. it's my first post here on polycount. I'm a college student, and my main focuses are character design and animation. (i'm currently a character animation intern for avalanche studios---disney interactive). however, i love creating 3d art and am hoping to get better. a…
@MBauer17 thank you for your question. If you're referring to my signature — I'm not an AI promoter. I'm a founder of an AI company. I'm also an art director who's been making 3D art for the last 20 years, building titles like Uncharted and The Last of Us, all while constantly working to better the lives of artists. I've…
If you mean this image from here: http://www.marmoset.co/toolbag/learn/pbr-practice M refers to microsurface (either gloss or roughness, depending on which you are using. Make sure to read the key at the bottom of the image. The chart about is for the specular workflow, not the metalness workflow. For the metalness…
So sad all the time. lol oh yeah I tried making a gradient map for the vertex blending. I am getting all sorts of errors I will prolly make a new thread and post new problems up there. It looks like you worked around some huge technical issues to get the vertex blending to work right. I just assume it will work right; I…
hey timothee, cool technique big props to you! i'm really a friend of the procedural thing, and ages ago i tried some very similar like this, except for going with displacements. (which would have done it i think) if you like to push it forward and also create the diffuse via procedurals to have a start for the painting,…