I have a high poly mesh that I have assigned a bunch of different colored shaders (different diffuse colors) so that I can bake it to the low poly that has UV's and use it as a selection mask in Photoshop. I know how to do this in Maya with the Transfer Maps tool, but I'm not sure how to do it in Max. Could someone explain…
Hello Polycount-users! I feel very uncomfortable for asking this question, but does anyone know a good tutorial where the different maps get explained in detail? I mean what is normal map, diffuse, specular etc and how to create them and what you should be aware of in order to create them. As i always had put my hands on…
Hi everyone! i'm trying to render a simple project but i can't get rid of this reflection of the diffuse color (picture below). Don't really understand if its because i should change the lights or the material properties. I would like to remove the yellow reflection on the surface. Any suggestion is appreciated! Thanks.
Hey polys,I am looking to create a software related to PBR materials. My goal is to generate the standard PBR maps from a diffuse map within my software. Do you know any good tool/repo that offers an api for such tasks? I found this tool which seems like a good solution.Let me know if you have any alternatives. I plan to…
Does anyone have any experience with photographically scanning materials to get a light-neutral diffuse/albedo, normal map, or a more robust full BRDF scan? I've seen an old Ryan Clark tutorial here: http://zarria.net/nrmphoto/nrmphoto.html And I'm curious as to whether anyone has set up such a system for a more…
Trying to create some diffuse maps at HD and I keep getting all of these funky colors all over the rendered texture. They also don't appear to be rendering at HD quality (I'm working with about 53million polys) Any idea why this is happening? When rendering my textures I am doing so at the highest HD and subdiv levels.…
I have a normal map from high poly and I would like in some way to extract only egdes (grey scale) that allow me to put it into diffuse map (edges would be a bit brighter). Thanks of brighter egdes I could imitate that object is a bit more natural and natural used. Do you have any easy and quick method how to do it?
This probably seems like a pretty basic question, but so far in my studies since I began last year, I've yet to have the need for one. Basically, I'm at a loss for finding a good tutorial or article that explains how to create an alpha/transparency map. At the moment I'm needing one for part of my model to apply…
I am trying to make a simple ground plane for a scene I am working on. I just want to bake out the diffuse as a selection map, hence the bright ugly colors. The red plane is UVed, but the blue rocks are dragged in and duplicated subtools. How do you transfer everything to the original flat plane with UVs in zbrush? Thanks…