So I started to set a bit of mood into the scene, painted out the diffuse for the emissive lights and added some textured assets ( even tough they aren't polished yet ). That curtain's tieback is awful, I will probably make it from scratch again...
Is it more efficient than using plain polygons? I'm assuming the lossless vector displacement maps on top of the normals, diffuse and speculars will take up more memory and computation power rather than loading instanced meshes. Or is there an advantage that comes with this method?
Thats exactly what I did .Wiki! Just turned off primary visibility of the object in the arnold tab (even though I was using vray) and kept all the shadows and diffuse/spec reflections and hey presto I had the alpha!
so, did a first run at painting the model in substance painter, got the model to maya and set up a lighting scheme to render out a first image. heres a look at the diffuse map first pass and a render i got form vray.
bland colors, redundant brush strokes, lack of detail. but the bland colors it's the thing I do the most, it's always either too diffuse or too saturated, maybe it's the values I don't get. But I should get back to it again soon
Spent some more time playing with Unity's terrain. I also adjusted the grass card diffuse color to better match the ground texture and to stop being so saturated. I'm much happier with the result. Crits \ Comments \ Burritos welcome!
I don't see that window at all. This is what I have. First the lambert, where I have the diffuse as the color, and you see I set the normal as the bump here: Then here's the window when I click on the "file2" bump mapping:
Xnormal is a good way to go. To be clear, you don't transfer UVs from highpoly to lowpoly. Instead you use the UV layout on the lowpoly to capture the normals (via a normal map) and the colors (via a diffuse map) from the highpoly model.
All those bar Shadow/Diffuse are additive. for the others you can propably just pull the alpha from the beauty pass and use that. out of interest why are you splitting it up so much? beauty, shadow and bg would be plenty
Yahhhh there we go those rocks are looking alot better! Now get your crazybump normal map over it and some diffuse work + vertex ambient occlusion ( if not done already ) so we can see this scene shape up!