The model looks great. The diffuse color looks pretty flat/dark though. I think some color/value break up would look nice. It the turnarround the body just looks like pure black. It also might be worth experimenting with Metalness or Specular Color to see if you can push the iridescence. Right now the only thing I can see…
Just in the max(2017) viewport. I have a diffuse texture w/an alpha texture for transparency. I then need to be able to take the entire visibilty of that object that has this material applied to it. But I need to test it in the viewport. And whenever I try to animate the visibility of the object in object properties.....it…
Hello ! Little update here, I'm texturing my character on Substance Painter and I'm here right now, 70% is done for now but I've things to correct. I surrend this idea to do my own shader right now because I need to learn a bit Unreal before texturing and not after, maybe for the next project ? Thanks for watching~ Little…
maze: The gloss map controlls the gloss as you say, not realy the specularity. I think the specular be the "reflection colour" instead. The maps brightnes controlls the strenth of the reflection (specular) and the colour controlls the colouring of the reflected light, just like any specular map is supposed to work. What…
I had the center piece in before I had the idea of putting the tree in. Unfortunately, the tree conceals it entirely. This is literally the best view you can get of it from the floor. Regarding the bark texture, I resorted to throwing a CG texture into crazybump, then taking the heightmap into zbrush so I can bake…
Unless I'm working on a super high poly model, I use Photoshop CS4 Extended to paint all my textures. Extended allows you to load your model right into photoshop for projection painting onto your diffuse, spec, ambient, bump and normal maps. It also makes a really clean pipe between 3d painting and 2d painting... some…
Yeah. Either way, to simulate the overexposed outdoors behind the wall you basically need a really bright sky. Because, as far as I know, UDK doesn't offer any kind of tonemapping functionality that would simulate a video camera. Here's what I quickly whipped up from the UDK daylight template. Tweaked diffuse boost and…
nice man!!! really digging this texture so far! keep it up! ya almost there! I know this is a first post pass and its looking great! maybe the wood base seems not dull enough like the reference?... highlights don't seem tight enough really when i look the ref for the metal parts... I think your diffuse looks pretty much…
looks great, just wondering if the yellowy hue of the blade is more suggestive of bronze than of steel? Also the marbling of the blade metal looks a bit weird and could probably be much more subtle or even completely removed. As I understand it, a lot of the texture work for metallic surfaces should be in the specular…
and here's my good quality normals and AO on the low poly (straight render to texture, haven't touched up anything yet). Normal, AO and diffuse (and a spec generated from normal with some photoshop filters).. quick marmoset renders. :D This one has object space normals checked off in marmoset. i know its not typically a…