Hey guys, here is my wip entry to the comp over at cgchat, I would really like your guys input on him. here is a gi render so you can get an Idea of the polyform, The model with bump applied Model with Diffuse,Specular,Bump: Flats: Diffuse: Bump: Specular: Diffuse Color: Bump: Specular:
Confused. Using Toolbag2 and diffuse is replaced with albedo. Image on the left is how it looks within toolbag and on the right is the same map in Photoshop. Any ideas what is going on?
..A fighting game project im working on for mobile devices . scene is completely baked , zero lights. Combined all passes into one diffuse map. Vehicles arent modelled by me.
Does anyone know any Substance tool, or standlone tool, that allows me to convert a PBR, in either SpecGloss or RoughnessMetallic, to Source's traditional Diffuse/Normal/Spec maps?
Thanks Divi, Yeah my diffuse maps are grayscale, I'm just using the RGB channels of a TGA so I can get 3 different diffuse textures out of a single TGA. The plan was to create 3 materials, and then the R into the diffuse of the first, G into the diffuse of the second etc. I was hoping to do it without a mask but if that's…
@FactoriesBurning: For the specular map, I use my diffuse texture and I increase the contrast of some parts. It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular. example: Specular / Diffuse: Column_01:
Along with what's already been said, your diffuse is pretty bright for something metal. When texturing metal you generally want a darker diffuse with high spec letting the interaction of the two created the final colors rather than the diffuse doing all the work.
Update on the Diffuse, went back and reworked the arms/wrists area so will i've left their diffuse for last. I forgot to include the Chainsaw in this shot.
... still working on the Uncle Scrooge texture. The left one is in Max, 100% ilumination, just diffuse; the right one is lighted with diffuse and specular map.