Not that I know of in 3DC...I suppose you could in Mudbox as its done on a categorical layering system, e.g: Diffuse layer 2 layer 1 Specular layer 1 You could just copy a layer from the diffuse and paste that as a seperate layer into the spec or gloss category, although I haven't tested it I just remember the UI from a…
I can definitely recommend doing at least a rough Zbrush pass on the ground and rocks, even if you decide to go diffuse only. I found that it results in a more organic, convincing looking lowpoly. It also gives you a good base for your diffuse texture, with convincing 3D shapes that really bring out your lowpoly. Anyways,…
@ Swarm22 - The metalness map tells the shader when an area is a metal. The shader then darkens the diffuse and increases the spec in that area. It also takes the painted information in the diffuse and makes that the specular control. That's all that is happening with the metalness map. It's important to note that…
Hello, A character
I have done for a DLC: Assassin's Creed Syndicate, Jack The Ripper from Ubisoft. All
textures in this scene are Substances except a base Diffuse color for the face
of Jack. The others outputs
(Specular/Glossiness/Skin Maps) for the face are calibrated from this Diffuse
map in Substance Designer. For…
In the old generation of rendering the Diffuse map is used to determine surface color and the Specular map is used to determine highlight intensity and sometimes also highlight color. Typically you load the Specular map into the Specular slot since an authored Specular map will look different than the Diffuse map. Also…
And I found a solution: texture needs to be highpassed. But now, I lost my color information from diffuse. And I have to paint one, solid color, with that provided in texture layer painter. It has no sense. And Its get my angry. Anyone know any better idea, with keeping color of diffuse with proper blending ? Highpassing…
Got my model with a basic rig and texture (Diffuse and Normal) although can't view it in Unreal 3 under the character selection for some reason. I think I've followed the scripting steps correctly and it seems to recognise that the custom content is there, just not showing the model itself. Plus the belt pouches and pick…
Some people wanted more comparison shots, so here goes: Actual difference ingame is even bigger, since the default weapons have ridiculously high gloss values, low specular and the normal maps are mostly just a diffuse ran through the nvidia filter with no tweaks. Also, 90% of their textures have diffuse lighting, so they…
Looks good man, the only thing that stood out to me is that the wood grain in your normal is vertical and is horizontal in your diffuse and specular. The wood itself on the model looks pretty good (maybe de-saturate it a little and make it look weathered) but matching the normal, spec and diffuse up will probably boost it…
I've changed texture completely and stayed with the more realistic one like you recomended. I'm happy with how the can looks at the moment so I started working on some posters. So far I made 2 diffuses one normal, they will be interchangeable so different combinations could be used. Nearly forgot, here are the original…