Sadly you can't use them straight up, like I mentioned previously I only use them in the process of creating the final diffuse texture. You can only input a diffuse texture with some finish types in the game having an extra map in the alpha channel (depending on the finish type it functions either as a gloss map or as a…
Baking an ambient occlusion map and applying that to your diffuse and spec will be very usefull. Also with metals, in general, your diffuse should be fairly basic and low contrast. Your spec and gloss will define your material more, and those should have your details in them. Just because you CAN put texture on something,…
Hi, the reason the AO textures doesn't load is because they are not included. I don't know if this was the case earlier but if they were we have removed them along with the specular texture on most materials as they are rarely needed and slow things down as well as add size to the installer. If you really need these, I can…
I also suggest adding scratches to the diffuse. But i guess if you wanna keep the wear and tear down you could add a buildup of dirt in areas, and then translate that into your spec making those areas more matte to give some variation. I agree with SupRore, if you just lighten the base colour some more it will make details…
This is kind of old information I think in the next gen we will basically use normal maps for everything especially if you are working with PBR to get a correct physically based response it would be jarring to see a diffuse only map. edit: I will amend this by saying yes some stuff could be just diffuse like metals and…
Water tends to give off very diffuse filtered lighting, almost 'ambient' (even when casting light 'directly'), rather than the sort of effect you have there that's more associative with spot lights. If you want to add caustic higlights they need to be really large diffuse pools of light rather than sharp edged as they are…
I dunno, I think the diffuse looks great but on that second screenshot it starts showing that it is not exactly working. As if the dynamic lighting starts looking odd and fights the highlights painted in the diffuse? I am all for a hand 'pass' on normalmapped assets but I think in that case it wouldn't look to great…
Yeah and do your UVs using checkers to avoid wrong texel ratio like on your current model. You can see the texels are quite streched on the tank metal. Also, avoid dark places in your diffuse, even if it's not for the 'next'-gen machines. A black area in your diffuse is a place that even vertex color wont be able to…
Open up the hypershade and then type in createNode mip_rayswitch; in the command line. Link the rayswitch node to the diffuse and link the diffuse texture to the "eye ray" slot in the rayswitch. Then change the Photon or Final Gather color to whatever you want bouncing around. Most of the stuff in that Jeff Patton tut…
the diffuse is killing the effect of the normal map , and you dont see to have any ambient oclusion to help give it a tad more depth , the specular also looks weird, like an upped contrast of the diffuse , try to look at painted metal examples in real life : http://www.armysurpluswarehouse.com/media/images/ww2can.jpg ok…