yea i have trouble getting metal to read as metal an not concrete tips?? I havent painted my spec map yet so its jus the diffuse on 60% Edit: Did a quick spec map an this is what it looks like so far
It looks to me like a lot of that seam is in the diffuse map. I think if you work that out first, the normal seams will be less noticeable. It also seems like youre doing an in-viewport shader. I think those tend to show the seams more easily.
While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…
That's a diffuse map not a transparency map. Transparency is a single value i.e. 0 = fully transparent 100 = fully opaque Make a black and white map in the first instance. You probably don't want to use "transparency" but "masking" instead for foliage, it's better performance.
Every light, material, bsp and static mesh has a variable called Diffuse Boost. Turn that up a notch to see the effects of light bouncing. ( one global value for it is in WorldSettings -> Lightmass ) Also, what is the scale of your world compared to unreal tournament?
No, I use this for calculate BaseColor = Diffuse*(1-Reflect.max)+Reflect*Reflect.max, if dont have Fresnel checkbox in Vraymtl - it's for Metallic workflow. I have some researches about this: I want to convert "real" Vray Materials without any editing for UE.
Looks like the first node plugged into your diffuse, the alpha is using a constant of 1, so you wont get any alpha blending at all, I THINK... if you want send me a message on steam and i can look at it for you.
Hello. I tried make model simpliest as possible it is 7661 triangles for everithing and three 1024x1024 diffuse textures. Nothing more. Only handpaint. For modelling I have used Blender, for texturing Photoshop 2017 and also Blender. My results: model
or you could just set the padding amount to a higher value you can see it in the above image. Worth noting because its usually not possible with a diffuse or normal map to find 1 colour which will clean up the edges of all islands
gilesruscoe: Was cool being with you and the others on the hangout today :) Like the paint over you did, would definitely work with more a steam punk kind of game :) This is a temp gloss and spec, so I will totally redo those when the diffuse is done ;)