So I gather that if you want to create two materials - one dirty and one clean - then you may as well make a clean diffuse and dirty diffuse in Photoshop and import them into UDK. Rather than making a clean texture and grunge texture in PS and combining them in UDK. Thanking you kindly.
Gray is flat, iirc. So I used inverted AO as a mask for 50% gray, on all three channels. This made both ambient and diffuse fade out in the cracks. Been a while since I did this. I think it was only a benefit because the diffuse was tiled, so I couldn't just darken that.
This is likely because the texture has an alpha channel, and Max by default will enable the alpha, which causes a diffuse bitmap to show the flat diffuse color behind it where ever the alpha is dark. Disable the alpha in that bitmap's parameters, and this should go away. Here... where it says Alpha Source, set it to "None…
looks pretty good for the start, just dont put the text into the normal that doent make sense Try doing a roughness + metalness map next for the model now where you have a diffuse and normal (the diffuse may need some changes tho like way darker metal aside on the rusty places)
Really excellent job. I think my biggest crit is the dark tones in the diffuse. I think they look a little "dead". I'd try to saturate and color them a bit in the diffuse, or if you have control over the shader, try to do it on that side. The sculpting is superb though, and I love the costume design.
If you can't aim it, use a ghetto fix by placing a bathroom shaving mirror ( or handbag sized compact one) in front of the flash to aim it to the ceiling. Assuming you've not painted it black, it'll bounce down diffuse light bright enough not to underexpose it. That of greaseproof/tracing paper taped over the flash to…
Good stuff. Here is the initial bake that I'll use to power the diffuse. Final product will be diffuse only so I'll use the AO, cavity, prt-P, prt-N, and bent normals as a base for value. I may go back in Zbrush and block out some basic colors from polygroups for masks.
Did you get this working? I can so far only get this to work though rendering in the software renderer no the viewport (which is my goal..) id like to use uvset1 for my diffuse and uvset2 for my alpha mask to cut away from the diffuse. uvset1 is a 1024x1024 texture while uvset2 is a 256x256
Cheers all! @Zablorg aye these are the maps I used for all the dinos. Those would be the translucency maps! They help with softening some of the area when light touches them. I used the object space normals to steal the green channel and slightly blend over the diffuse. It lifts the flat diffuse and gives it more depth.
Thanks, but this is supposed to be the final version of the walls. I'm just using a white diffuse in unity. Not using a diffuse map at all. Here's the 4 bounce version. Still has issues. Give what some padding? The UVs? Or is it a setting somewhere I don't know about? I'm having Unity automatically lightmap the UVs.