Hello I've been having this problem with this modular floor system and lightmass for a very long time. I've simplified the scene significantly for the sake of this thread. These floor tiles are perfectly square static meshes, 192x192 UU. They have four subdivisions both horizontally, and vertically. It has a perfectly…
LoL this makes me mad. I dont know if it is this hlsl compiler or max but it is crazy. I've put my code into some fancy functions like Xoliul did, to get a better overview. But instead working like before as I would expect it, it does not I've got no compile errors or anything else, but my specular calculation doesn't work…
Wow, thanks for all the wonderful feedback! I've made some of the changes suggested: Brighter ambient for the dining room. Better or worse? I think it's a little too bright now... Floor tile kept for now, but I'll play around with some more textures later. Base paint and floor tile for the kitchen added. Trim and shadows…
This is sort of a point I'm curious about as well because in my mind the fresnel should handle most cases of specular, and for all intents and purposes, to me 'fresnel' is the specular term. Multiplying a reflected cubemap with the fresnel term (after you've adjusted it's falloff etc) is pretty common for shiny materials,…
Sounds like you're making too much work for yourself. Stick to just using Diffuse, Specular, Normal (maybe Heightmap too, which can often be multiplied on top of the normal by the engine) and Glow (if you have any parts that need to glow). Light map is not needed. Ambient occlusion should be baked into the diffuse and…
Cool stuff, the model and normal-map look nice! However I think the diffuse and specular could be pushed a lot further - for example there's no subtle shadow from a lot of those normal-mapped elements (for example the straps over her shoulder are very "flat", there seems to be nearly no diffuse/specular detail or…
Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…
First off, nice model. The diffuse texture looks pretty good. As for specular, you're using an environment map here when you should really be using a specular map. They're different things - spec maps plug into the "specular colour" part of the shader and don't reflect the environment, just the light source. Generally…
So I recently signed up for GameTextures. It advertises UE4 support, which means (as far as I'm aware) that it supports the metalness workflow. I'm not using UE4, but I AM using the metalness workflow so I figure it must be possible to beat the maps they give into submission for my purposes. I download a few textures and…
Maybe because the reflection "factor" of light on asphalt in in total greater than in some plant "array" because of the darker looking spots inbetween and the bending of every single plant part ?? If the final result does fit the reference then the initial darer color does fit this "experience top" ?? Ohh.. indeed.. just…