speed hair creation. all the hairy bits took me about 2 hours + the basic diffuse skin texture i did the zbrush model a few years ago but lost the blender file. i often knock up this kind of 3d sketch to see which ones I want to refine (if they are interesting enough)
Hey, I also have the issue with the normal maps (like b1skit has I guess). what I do basicly is this; I set up my spec and normal maps also with terrainlayerweight nodes, like the tutorial does with the diffuse maps. I give these (layerweight-)nodes the same names as their difuse 'brothers'. I noticed this works fine up to…
Ah yeah AO is only affected by image based lighting (usually using a diffusely-convolved cube map and/or spherical harmonics). Can you add an IBL? Would really help to simulate nice bounce lighting. As it is, your shadows are all very very black.
Hello all, thanks for reading. I use Substance Painter and have been using the "baked light" filter for most of my needs. however, for textures where the height map makes the texture look right (pebbly leather for example) that method breaks down and the difuse map created is sub-par. So, at someone's off the cuff…
people tell you that your textures are too muddy because they are. no ammount of fancy shaders will fix that. infact your use of every map in that model are poorly used. Don't take this as me dissing you, because all i'm doing is hoping to motivate you to push yourself. The Model: the model can use a lot of love, its very…
how can I make a light for cycles that can modulate how much diffuse or glossy it affects. For exampe in eevee, its useful to turn down the the diifuse on some lights, to make more subtle lighting, but in cycles you can can only seem to turn off glossy or diffuse ie on or off
Appreciate the feedback. I can see what you mean about the eyelids, definitely worth a revisit, cheers! Nearly wrapped up the low for the body. The first version is just going to be a straight diffuse texture with no normals, so I'll try not to overcook the highpoly for now.
If you are using difuse/spec/gloss workflow. I would suggest making your diffuse a whole lot darker. Mark has almost no diffuse information. All of the light you see from metal is specular.
If you want to go for the real quick and dirty desaturate diffuse for spec you might as well just reuse the difuse and adjust it's values in the shader. This way you aren't wasting a texture sample and graphics memory on a texture that esentially contains the same information as the diffuse.
There are few more thing that matter . Substance Painter as any of modern 3d mesh painting soft does slightly more blurry textures because they don't work in integer texture space math. Even if you work in twice of target resolution initially . People used special one pixel brushes and pixel art style to do textures ones.…