They're the same thing. Albedo, base colour, diffuse colour, diffuse coefficient... all just means the colour of the surface under no lighting conditions.
First I would to thank you for making this tool/software. I use it on a daily basis because it's fats and easy to use it. My current next-gen workflow make me using it a lot since I often make some bake with xNormal to test some parts of my models (testing UVs, Geo and even normals). In fact, I rarely use Marmoset to make…
kewl, glade that little tip could help guys =) the piece is lookn beter now! i do how ever agree with the uv thing. If your interested in fixing it, or perhapse have this problem in the future, its actually not as big a hassle as you would think. Heres a quick tutorial on how to do it....I didnt write this tut, an old art…
Model 11k tri approx. 2048 diff,nor and spec texture. Modelled Maya and Zbrush.Rendered in Marmoset. Diffuse and Wire - Wire,Diffuse and Final Head - Textures- Zbrush Sculpt- My toy figure used for reference -
FAF: I love this piece that you chose to create. I think the sculpt and low turned out great. It would take me some time to even recreate what you have done here and I doubt I could reach the quality level that you have presented. That being said I have a few crits that I noticed that some might disagree with but I will…
I say this a lot; desaturated diffuse and crazybump and/or nvidia diffuse does not equal specs or normals. By having these in your portfolio you're directly telling employers you do not understand how these materials work. Specular is easy to learn, prop normal mapping takes work. There was a time when specular maps had no…
Please for the love of god DO NOT ADD TAPE!!! You have a decent design and the start of a decent diffuse texture, don't screw it all up with any of those lazy cliches. There are a few key issues with your texture right now. The main thing is the material definition. Your materials are all the same tone and glossiness. It…