Agreed. But to clarify a couple of things: Modular simply means that you can assemble a bigger object from smaller, often repeating or exchangeable meshes. Your road bits are still modular, and you wouldn't tile the texure, but repeat/switch your meshes. If you want a basic setup for a freely tiling texture (so not in…
I was wondering if anybody knew of a technique or program that would let me bake multiple maps into one diffuse map. Basically what I want to do is detail a model in ZBRUSH to get a realistic look for a character, the only drawback being that the target platform doesn't support normal maps. I know that I can render a…
I know the general difference between what a shader and texture is. I'm confused on the standard way or most efficient way when using them together. I'm working on a car. Below are hypothetical situations for the car body. 1A) If the car body is to be a solid yellow should I simply use a shader and disregard UV mapping and…
Diffuse - This is your overall color. Use this with the diffuse amount variable to determine how much of your diffuse shader sits on top of your SSS contribution. Overall - This map is determines where the SSS contribution will show. Where the map is white, like the skin of the cheek, you have full SSS. Where the map is…
Like the subtle glow better, and the faded gears. The last three flats layouts are too confusing and hide too much of your work. The first of those four is the best layout. You could use that last 1/4 of the image to add something, maybe a shot of the shader, or another wireframe. Doesn't make sense to include the height…
Edit: Misread your post, don't know about a normal map storing shadows, maybe having a look at the blue channel of the normal map? You can do it the other way around if thats any help; You can store AO in a normal map, Crytek's Polybump application can do this, if im not mistaken. "Horizon data (5): If you calculated a…
I'd show the diffuse instead of the wire in that presentation (first pic in the thread). Wires can be overlayed on the diffuse in necessary. For a diffuse only assignment it looks pretty cool to me, a bit blocky but judging from the wire, your mesh is well optimized so that blockiness would depend on your triangle budget.…
I mean the built in Phong shading. Here is a custom lighting shader and an example of how to use it. http://dl.dropbox.com/u/48657892/CustomLighting.upk A quick rundown on the parameters. Roughness: This is the equivalent of "glossiness", but unlike Phong, bigger number = more rough. The range of this is parameter is…
thanks everyone! @Torch thanks! i had the same problem..the character shader isn't much without the help of the lighting in the scene. once i calculated the lighting, every shader looked much nicer because it was lit from all directions and different colors. especially the character because it looks crappy in the material…
someone has already said what I was going to mention but I'll highlight it for enthusiasm Normally a specular too high would send me raging, but the diffuse is so dark and... well worded "muddy", that I can't even tell where there is light. In a pretty game colours are prioritised like this: Artist - Hue & Saturation…