for metal rendering i have a tip... keep your spec value high and your focus (if you have it low) then make sure the spec map (for worn dirty metal) is mostly within the bottom 1/4 of values (use the histogram) with small points(scratches edge wear etc) that go right up to near white, this should give you a really nice…
MOP...thanks so much. i'm tryin man. next i want to try and bake in some spec and then paint the spec up the way pior did in his tut. i put a lot of work in figuring out how to minimize seams on this guy....which is really exciting once figured out. hopefully i'll update soon. r13: thanks so much for the tips...thankfully…
Yeah you got it mop it's a high pitched whining noise when I move the mouse. I had the system built for me by a local pc shop just gave them some rough system specs and a price range and they built me a computer the size of a jumbo jet with a turbine fan on top. One of my rough system specs was must be "dead" quiet and…
Well I was able to put some time in last night since the windows reinstall. I tweaked the grafitti and did the normal maps on the props in the first image. Keep in mind I have only done the diffuse and spec on the front of the dumpster ONLY. Every other piece only has a normal map on it. There really isnt much to crit on…
your spec map has some dirt at the top that's easily recognizable as a uniformed brush. might want to random that up some because it's repeating on the spec. i would suggest still trying to do a high poly so you can show them your high poly skills as well plus it'll help your normals and diffuse pop out some more. best of…
Yeah good call on the handle. The metal as it is is pretty good, im not sure how you're doing it now, but the difference between the painted section and the sharp section should mostly be in the spec(as that area is way brighter in color, its way shiner). With only a little difference in the diffuse. So just a little…
-Apparently not- Calling this done for now. About 3(ish)weeks off and on. Huge thanks to those in waywow who gave crits, armt/torso ratio was adjusted in the lp ;) The suit is mostly based on the Man of Steal version with a few small differences, mainly the size and style of the trim around the boots and going down the…
I am makign art for unreal engine 4 so i set quixel to that. I noticed that the roughness map generated is not greyscale on one of the things. It has color on some parts. To my understanding roughness is a greyscale value. I know unreal has metallic, roughness, and spec slots. So i guess my question is what should be going…
hey polycounters,Im getting 200 dollars soon and want to upgrade my computer a little bit.I mostly need a new graphics card but would also like to get a new processor.Can any one help me find a decent combination? some specs: I use my compuer mostly for 3d modeling,photoshop,game engines,just Game design stuff in…
No Bardler, it's doesnt work. I add the spec map as gradient with 3 dark colors ( in Spec level and color slot) and it's just make same glitch on plane's. I just change my renderer to VRay. And those half transparent things just deasapered. This is okay. So thanks to you to say something about Mental Ray, because I though…