Hello ! I'm making a new project on Substance designer : A floor covered by coins. But I have an issue on my gloss and spec map. (I'm usually Metallic/roughness but since it's for my portfolio and my render is made on Marmoset, I experienced something new) The tail and head of the coin are both on two differents graphs,…
I'm currently modelling lots of buildings for the background objects on race tracks for real-time rendering. But I've been struggling with buildings a little, especially getting nice glass windows. I'm trying to do the building fronts as just a flat surface with one PBR type shader/texture. So no actual interiors, just…
Ah yes, you're right, there are various diffuse lighting passes but not a shadows-only pass. And I don't think the shadow catcher registers in the render passes on the moment. If you can tell me more about what you're trying to do I may be able to give better advice.
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No, there is still some misunderstanding going on. You just can't load a desaturated normalmap as part of your diffuse and expect a seamless result - doing so will *always* create difference in value across UV seams. That's why one just can't paint some "normalmap blue" to smooth out a shading seam - it doesn't work except…
@b_beauchamp those materials are really nice, the detail and grunge are super crisp and readable. @Donato liking that dark grungy atmosphere you've got going on, it contrasts well with the plant assets you have in the scene and makes them pop. I've fallen wayyy behind due to personal life issues so I need to spend a few…
Looks purdy! Crits: - I think the texture should be just a little less saturated - A little faked SSS never hurt anyone ;) - Even if you think that a trimmed haircut suits your character, id advise against it. its usually seen as an excuse not to get into hair and alphas in general. As a portfolio piece or a practise…
The best think you can do is observe the materials you want to recreate. I am definitely not the best person to explain this but i will try any way:Specular - brightness determines how strong your specular is- if it is white it will be very strong if it is black - there will be no specular. Gloss determines how wide the…
Right now the biggest issue is texel-density I'd say, it looks blurry from piece to piece. It feels like you have lots of wasted space in your texture sheet and no mirroring to make up for it. Do the straps need all that? I mean the upper-body is the biggest, it should have the biggest space on the texture sheet, except…
@SergeyA : Hi ! So currently in Wow we are still mostly using diffuse maps. We are trying the past expansions to add more maps more often like emissive maps and "specular" maps ( which is actually more a B/W mask for an environment map). So my sculpts are principally made for diffuse textures but I'm actually using normal…