Fist of all, my workflow: I sculpt my highpoly model in Zbrush, then I polypaint it with the realistic textures (via spotlight), then I export HP model to xnormal where I bake "Highpoly Vertex Colors" into diffuse map. My lowpoly model is of course properly uv mapped. Now the question: Did any of you guys find a way how to…
I'm an old fashioned person. I like my diffuse, but I still want to try all this out. I've tried making a spec map, a bump and a normal map. None worked. I use all default max 7 options. except for the viewport and the textporter script. My spec map was looking like other peoples spec maps. I wanted to achive a look like…
Im trying to use render to texture to texture in 2012 and I have never had this problem in the past. Everything im rendering out is saving out dark! Here is the basic setup. I have an object thats textured, and I want to bake that texture out. I even just made a sphere and slapped a default bark texture on it. I want to…
Hey, I think the diffuse work on this looks great, but there are a few things you should consider changing/adding. - The surface definition of the wodd is off by a fair bit. You want it to look smooth and polished. I'd up its spec and remove some of the noise from the spec also. The specular highlight on the photo ref is…
Basically it wasn't as complicated as you think, 64px/m on a 512px texture means across the length and height of your texture you got 8meter (cus 512/64=8, and since the requirement said 64px=1m, so 8x64px=512px --> 8x1m=8m --> 512px=8m). If that's make it more confusing you can just do a reference pix density list; 1m -…
Well basicly we've got a mobile game (a shooter where player can't move, he can just look around) that doesn't support any specular especially so complex as in your shader (and maybe no lighting at all) i done weapon model with texures (Diffuse, Tangent Space Normal Maps, Gloss, Spec) and i just want to bake it to diffuse…
The diffuse and specular are way too blurry and splotchy. You have a nice model and a really sharp normal map, but the diffuse and specular aren't helping it. Try running your normalmap through Crazybump, using the "Render Displacement Map" button on the left, then sliding up the "Enhance Detail" slider. This will give you…
Hi, i am working on a mod for a game that uses old, non PBR shaders. Preamble: I'm making textures for my models in Substance Designer&Painter, using PBR workflow - simply becaue, i want to be future proof aka. i dont want redo everything in case i want to re-use them in a newer game engine. The main issue i have with this…
@Obscura, atm I have a million things to do, but I am focused on environment art, you could say character art is my hobby. Edit: Since some probably don't know how, I'm gonna drop a quick tutorial on how to get a base for a diffuse texture (something to work off of). And yes I know, I could probably bet money that everyone…
ok so first of all you take the high poly model and go to colour>batchbake> options box. Set the colour mode to Occlusion and fill texture seams to 3, change the resolution too. When this is finshed baking it automatically assigns it to the incandesence channel so break that connection and assign it to the diffuse channel.…