Just FYI, LERP means Linear Interpolation. I'm not familiar with UE3, but typically you want to multiply your cubemap by a fresnel falloff, and add this to your diffuse.
guess epic tried to save some texture memory .. sharp and contrasty light needs highres lightmaps, diffuse light can look alright with a lower lightmap.
I'm trying to use the alpha channel of my normal map to be tiled and overlayed on the diffuse but I'm getting a big problem. It feels like the blend_overlay can't use only the alpha, it can only use all channels.
Playing around creating alpha textures to use in Projection Master in Zbrush. Then baked my AO and Normal Maps in xNormal. Diffuse created in Photoshop. Some viewport shots in Max using Xoliul's shader and one in Marmoset.
PBR: DSD1 Dwarf Spider Droid as seen on the battle of geonosis Classic specular diffuse: AAT from one of my favorite movies episode 1 Lambda class T-4a shuttle
Hello, this here is an astronaut model iv'e been working on this past week, current polycount is around 6000 quads and uses has material with a rimlight shader. feedback very much appreciated. concept: model: bump specular diffuse
ripped this out of my anatomy thread because I've turned it into an actual game character. 3.1k tris :) Basic diffuse with inverted hue specular really hope I didnt blatantly screw up anything anatomical :s