Hey Guys, I am trying to bake out a diffuse map from a high poly to a low poly object. The high poly is using a MIA material-x for all of its diffuse and spec info. When I try to bake it out, the color maps come in completely black. Any thoughts on how to fix this?
Hello fellow Polycounters. Here's a diffuse-only model I made of Sun Wukong, the monkey king for a Riot art test. This is based on their character, but I made the concept for this version. This was a little bit over two weeks. It's sitting at 7916 tris and using a 2048 diffuse map. I'd love to hear what others think of…
so my current project is this; my aim was to create something that was an extension of my illustration style ( http://www.medicinal-waste.co.uk ) merged together with what I do for a living, alongside making my existing style better through this technique. If you look at my samples on my illustration page, they are pretty…
I think you can do that only by eyeballing it and checking its settings in Zbrush/Materials tab. It's not that complicated I believe it should be just basic Arnold Standard material with Diffuse - Pure white + Roughness adjusted close visually to the Zbrush. The rest is really basic stuff. The only thing probably that is…
Part of your issue with getting the gold letters to shine well is probably also that the diffuse is so bright. Gold generally has an extremely dark diffuse and a bright spec. Its the contrast between the two that sells the material definition more than either or.
Then start your spec! these are not materials which you can accurately represent with diffuse only. You need the relationship between spec/diffuse from the start, or it's going to look like shit. The plastic will look interesting because of your specular map. Get to it!
I'm available for 2018 contracts. Anything from envrironments to characters, diffuse only mobile to AAA PBR spec. Contact me at justin@artbyjustin.com A few recent things: Haunted Idol for Creativerse - diffuse only Player body for VR game To The Top
The model itself looks great, but I agree with you on the diffuse. It's very noisy and makes it hard to see some of the details, especially around the fore grip area. Do you have reference you were using for the diffuse that you could post?
the usual solution i know would be using a parallax shader to fake the depth of the diffuse shading , while keeping the normal smoothed or bumped outwards so the highlight doesn't break on the edge of iris and the rest of the eyeball. a second normalmap to drive the diffuse shading would also be possible
Put the bitmaps into one material and apply it to the whole model If you want the occlusion to behave like occlusion simply plug it into the right channel, If you want to multiply the occlusion over the diffuse you'll need to composite the two textures in the material before plugging them into the diffuse slot.