- Enable Image Reflection Shadowing: This is something new from the March build. There doesn't seem to be a whole lot of documentation on it yet, but this is the sort of effect is supposedly gives - http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitBuildUpgradeNotes/Shadows_Reflective.png Though I'm not entirely sure…
I just spent 30 minutes watching the flat diffuse and the beauty shot fullscreen... Imho the most impressive and stylized character I have ever seen :poly101: Was the diffuse map entirely hand painted ? I'm curious, is your normal map in any way involved during the process of creating the diffuse map ? Do you make a cavity…
Hi ElectricEchoes! The reason for trying to remove ambient lighting information from your diffuse/albedo with a PBR system is because you could/should be controlling them elsewhere. yes, you can just plug your old diffuse map into the current albedo slot and it should work, but bear in mind that our IBL system includes…
I think the AO in your diffuse is too intense, when your model is lit the shadows will multiply with the dark areas in the texture and you'll drown out a lot of detail. Should also remove the relief shadows from your rivets diffuse/spec and just let the normal map take care of that. Ideally your diffuse map should have as…
I was worried about the first post being too long so I'm breaking it up into pieces now. This is the most recent update I've made... I removed the outer glass panels due to needing another diffuse to add the graffiti on the outside of the glass. At this time the glass panels on the back walls are missing a diffuse, and the…
I have a large object that I have generated Normal maps and AO maps. I made the diffuse map and when I brought it into unity I found that the object was big enough that the detail of the diffuse map became extremely pixilated/distorted. I then thought I would just make the diffuse map larger and tile it but then realized…
Hey Everyone, minor issue here. I currently have 5 diffuse textures and 5 lightmaps corresponding to the meshes used for the Diffuse, however I need to combine all of the lightmaps into 1 lightmap, while keeping the 5 seperate diffuse maps. Currently each set of meshes has two uv channels one for diffuse and the other for…
I would still use Xnormal to bake a difffuse and AO map from a raw hi poly. The good thing about Xnormal is that you can easily use the same projection cage from Max. so essentially, you'd have 2 or three different versions of your hi poly. 1. Decimated just enough to keep valuable normal detail while still able to run in…
Yes! I was getting very confused by the diffuse and roughness. You see, a lot of tutorials on texturing I was following never differentiated the two. Yet, when I looked at PBR examples like the Cerberus Rifle, I was always dumbfounded as to why the diffuse looked so bare but the roughness was more complex. Now I understand…
yeah thanks for the reply guys! Thanks Hitmonlfinity I do exactly the same. I overlap the diffuse and spec to save pixels. have overlap with one normal map, but that is for the little details baked from the diffuse. I never had an issue with specular to be honest. I then have a speperate uv without overlap for the…