I'm working on a character and i'm having some problems with the skin. I've used MakeHuman to build the base mesh and MD to create the clothes. Unfortunately, MakeHuman doesn't have anything other than a diffuse texture for the skin. I've tried to use Bitmap2Material and NDO to generate a good normal to work with based on…
In the metalness workflow, diffuse + specular = albedo map (which defines the color regardless of material type). The metalness map itself defines which areas are metallic and which areas are not (generally pure black or white values in the map). The last thing you said is pretty much correct. Pure metals reflect nearly…
I've used a second UV channel for emissive a bunch. First, I'll copy my channel 1 UVs to my channel 2 (so I don't have to re-unwrap anything), and then cut all of the unused stuff down and scale it down to a single point somewhere. Then I'll pack the new, emissive-only UVs as tight as I can. I'll go to my diffuse and…
Thanks for your answer james. I am not sure if I understood you correctly, sorry I am a noob :D I am not talking about normal map seams. I don't have any problems there but diffuse texture seams. In my example I got most of my parts of the model mirrored which leaves some obvious seams down the middle. The normal map…
Hey Rollin, yeah - the modified CryEngine for Ryse introduces the possibility to use generic blending texture files to control the blend and alpha test, instead of exporting the diffuse texture with a blending map stored in its alpha channel all the time. This way we could arrange several puddles and rifts on one diffuse,…
Pretty much what stevston said here. you can partially tint the specular by making it mildly metallic (the metalness map is grayscale after all), but it isn't ideal because: due to energy conservation, the diffuse is multiplied by 1 - metalness. so as you try to tint the specular, the diffuse will become darker. at the…
Getting the diffuse map to work with a good volumetric normal map is tricky. You want to compliment the forms, not break them. The easiest way is to start with a light bake from the high poly, since that will assure your details are 1:1 in the right area. Since you now have "real" volume that lights in the engine, the need…
all depends on the lighting. normal maps on their own are best fit for minimal/dynamic lighting situations. the more diffuse the lighting is in the environment, the more you would have to augment the depth in your normal maps with additional depth information in your diffuse maps. as far as the example you posted…
[ QUOTE ] I've got a decent one posted on my web site here: http://www.bencloward.com/shaders_NormalMapSpecular3lights.shtml This version does diffuse and specular and normal mapping and supports three point lights. On that page you can grab the version that supports transparency, or the non-transparent version. Is that…
Hey you hand painting guys out there...I was wondering if you guys can help me out on hand painting an entire environment...this chandelier was the style I was going for...this seemed easy enough to hand paint taking into consideration only a single light source on a single item... I had also wondered if a spec map is…