Thanks man, yeah I'm still working on the diffuse at the moment, such as the cabinet damage. Those two blue bars at the top were just thrown in just before I took the render, I've brought the polycount down since. Thanks for the offer though :) Anyway heres a quick update on the diffuse head map at the moment, I think I…
In 3DSMax, the way you apply diffuse textures is you click a material, then you click the box right next to where it says "diffuse". A window should come up with a list of different materials to choose from. If you're applying diffuse, you click "bitmap" then select the Targa file you want to apply to your model. Once your…
Hey Ryan, Thanks a lot for this! I've replicated it in my own scene now and it's working exactly how I wanted it to :) Is there any way that I could use a diffuse texture with this? Like, for instance, if I wanted to have this gradient effect overlaying a diffuse texture. I am trying to get a very slight detail of texture…
It's not good practice to simply grayscale a diffuse and feed it into CB. You'll need an actual height map so that CB can generate an accurate normal map based on that bump data. Though, looking at your diffuse, it wouldn't take much to turn the diffuse into a workable height map since alot of the depressed areas are…
model Day 15! Mug with supplies! 116 tris 256 x 256 diffuse model Day 16! Poster! 2 tris 256 x 256 diffuse model Day 17! Scissors! 86 tris 256 x 256 diffuse model Day 18! Stapler! 40 tris 256 x 256 diffuse model Update scene! Sorry for the model blitz, I've been without internet for the last few days so I need to play…
I believe the gun is painted, so only where the paint is wearing thin will there be a more "conductor" like appearance. The reflections/spec are cooler than the diffuse/reddish color of the gun metal, though it's hard to tell if it's actually blue or white, I'd try a red diffuse and whiter spec. In the red diff/blue spec…
Alright, thanks for the advice, I didn't know that 90° angles are not considered in normal maps and I totally forgot to bake the AO with it. The diffuse still doesn't look as crisp as the high-poly, but at least the bricks don't look that flat anymore with an AO multiplied to it. I don't think it's a viewport issue, I am…
For future prosperity... There is a slightly simpler way to handle it. A) In the material editor, assign a gradient/gradient ramp to the diffuse slot of a material, go into that map slot. B) Set the map channel to 2, this will cause only this map slot to use UV2. C) Apply another UVW Unwrap modifier (you can delete this…
The green is really saturated. Also, the fountain is supposed to be made out of metal, but the way you have the diffuse and specular isn't making it look that way. This material tutorial will help you figure out how to get it lookin' like metal. The basic gist of it would be to make the metal parts have the same hue on the…
Good point, however technically AO map should only occlude the ambient light on a model and the diffusely lit bit should have the albedo/diffuse without the darkening. It's subtle and I'm nitpicking but just for clarity. I have dumped AO into diffuse before, depending on the tech you are using it can be the only way to get…