Could you give me some examples on how you guys over at ND name your textures/materials/etc? Do you use _diffuse for diffuse or do you use just a _D? According to http://udn.epicgames.com/Three/AssetPipeline.html (which is quite specific for UDK I guess) they recommend using asset type in the beginning, for example, SM_…
I would definitely try toning down the light you've got as that might be the issue since things seem blown out. Also It could have something to do with your specular as the areas most effected seem to be the shiniest on your map... Typically when texturing metal you want a very dark diffuse with bright spec which then…
Oh this issue, well at work I am using Flatiron and ran into same trouble with trees transparency bake. Solution although time consuming but get the results! What I ended up doing is applied diffuse texture to leaves first and baked normally with transparency and hell break lose, then applied a black and white diffuse…
Hey you were right Jesse thanks I went back and fixed it. And thanks Jdinges for the feedback. I shy away too much from experimenting and tend to stay true to what I know. Which generally ends up with a pretty bland diffues... Ill go back to it sometime this week and see what I can do. In the mean time! Im finally on…
Hi guys, just starting my diffuse map and had a quick theory regarding the following: First Head: Vertex Colours. Second: Smooth Shade. Third: Normal map and diffuse. Now my issue is that whilst the diffuse looks like its coming on nicely in the first image, it doesnt look very good once the shading modifier or normal map…
Personally I create my Spec/Gloss from my diffuse. That is not to say that i use the values from my diffuse. just desaturating the diffuse is usually totally the wrong way to go, and gets really crappy results. just because paint is white doesn't mean it reflects 100% of the light that hits it or that dark dirt has no…
I have been painting my textures myself for sometime now and it has become something I really enjoy. I know there are artists who prefer to paint their textures in layers and some that paint their textures in one go without layers like this guy: https://vimeo.com/28014827 I am kinda curious that if he paints everything for…
he inverted his diffuse because they are b/w and can be used as a opacity map for the translucency. if your decals aren't b/w that obviously won't help you a lot. depending on what the decal look like you could extract a mask from the diffuse by clamping values, but you are probably better off just using an alpha... so…
I have been working with a small indie team on a game called Shadow Lab. It's a top down stealth game where you utilize various to avoid detection and hack terminals. You can find out more on the games blog. The are screenshots of the game and some videos to check out there. Anyways here is some of the work I have been…
Not understanding how this is supposed to work.. I'm loading a material preset along with normal/color/ao/diffuse/spec maps, and when it finishes baking, it's just my diffuse. The layers have AO/Cavity at the top of the stack, and my base diffuse map just under them set to 100% opac normal blending. All of the details…