hmm unmodulated vertex lighting? You need to at least multiply result by 2, preferably 4 or 8, so you can get over brightening on the textures. Simply multiplying your lighting data over your diffuse textures will always give you less than or equal to the diffuse pixel color and never actually brighten the pixel, which is…
[ QUOTE ] It's ironic...SEKNeox's starcraft 2 scene was criticized because his normal maps didn't really look as if they were contributing much detail and the Diffuse was doing all the work. [/ QUOTE ] first of all call me neox, the nickname has just already been taken second, this is simply wrong, there definitely is a…
[I posted this on the Quixel dDo forum, but I'm not sure what hours they keep. I'm double dipping just in case someone here can help me better understand this] Hey, I'm having an issue and maybe it is just me not understanding the software correctly. I'm working on a project where I loaded up (in addition to the required…
Hi there, I'd say you are thinking about this backwards. You are assuming things about the past based on what you know of game art and 3D software of today, which I suppose is an intuitive thing to do ... but this leads you to imagine things about previous tech and workflows that just don't apply at all. - First off,…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
Matt - alpha should not be gamma corrected. If you want something %50 transparent, you want your %50 grey to map to that. We keep our alpha unmolested throughout the pipeline and use it directly as the colour out. We also only gamma correct the diffuse map, and leave all the others as is. I think of all the other maps as…
DeferredLightingCommon.usf line 103 //float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); uncomment 103 and comment out 104. Then in the console "recompilescripts changed" Im not sure if this will work as I don't have the ue4…
Static Cubemaps are relatively cheap, use them! Dark diffuse is used because many metals actually have a dark diffuse color. The difference between this dark diffuse and the bright 'specular' highlight is what gives many metals their unique look. Your specular map should have many details that are NOT in your diffuse as…
Finally got time do clean the rig up and get some final renders. Software used: 3dsmax, ZBrush, Marvelous Designer, xNormal, Substance Designer & Painter, UE4 Textures: Body - Diffuse / Normal / Metallic / Roughness / AO Accessories - Diffuse / Normal / Metallic / Roughness / AO Head - Diffuse / Normal / Roughness / AO…
[ QUOTE ] DTrip and Pavel, those are looking awesome [ QUOTE ] Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse. [/ QUOTE ] Most of the color is coming…