Maths wise, the low end is really the only thing that matters for diffuse . ( And metallics shouldn't ever be fully saturated ) sooo.. I'd make my own node Anyway.. Assuming this node isn't crap... If black looks wrong in game and you don't want to eyeball it, you need a rendering pipeline that can be set up properly -and…
mostly stable diffusion for reference, but I can get higher quality references by looking around and using the portfolios of artists more talented than me. 3d AI is still in it's infancy and I don't see it overtaking handmade work, and you definitely don't want to vibe code. Everything about game development demands…
This morning I decided to re-paint an old asset I created for an in-class project, sort of to judge my personal growth over the last year. The Project required the model be under 800 tris, and using 1024x1024 maps. I reused my original model (780 tris) as I was mainly focused on texturing. Originally, I only painted a…
In one form the lightmap could serve as that. The lightmap is an unwrap, independent to the diffuse that serves to hold b/w information which get's applied (I believe it get's "multiplied") to the diffuse. That b/w information comes from the lighting setup. If you run an AO light setup, you would get AO, but if you put it…
GLOSS/ROUGHNESS: these terms are interchangeable, all they do is determine the "microsurface" of your material. neither is more or less "pbr" than the other. DIFFUSE/ALBEDO: these terms are also largely interchangeable, the reason why they're named differently is because an oldschool diffuse map will typically contain some…
Update 1.2 Fixed some more typecasting issues Toon and LitSphere update - now they multiply by the diffuse texture - you can modulate the amount of diffuse texture by changing the diffuse color value (0-1 B&W only, no tinting). The multiplication operation of the toon ramp and diffuse texture looks best with a greyscale…
When I load up the editor everything is fine. If I pan around or switch to immersive this is what happens as I zoom towards an object: I'm zooming in at three stages here, the red books only have a diffuse texture. Close up (bottom part of image) the correct texture displays, but once I move away (top part of image) it…
Theres different ways too look at this, and it really depends on what you mean when you save cavity map. A lot of people mean curvature map (which has both concavity and convexity information in it) which is handy to use for various texturing effects but should NOT be throw directly on your diffuse/spec maps. A cavity map…
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…