Drew++ rewrote the whole thing and made it look pro. Change log : - Rewrote the code from scratch replacing all existing shaderFX generated code. - Added blinn-phong specular support, with gloss and specular multiplier. The specular map is stored in alpha channel of diffuse. - Added texture tiling for Diffuse, Normals,…
Hello, I am having a problem with seams in my normal map that I am creating for a rock. I cannot hide the seams where I cut my UVs because I want the rock to be able to be turned any way for using in an environment. My Current workflow is -Model and UV rock in Maya. -Bring model into Mudbox, and paint the diffuse using a…
The thing with stretching is that it comes with applying a non-stretched texture to a distorted UV layout. If you bake your diffuse material from your high it will incorporate the UV stretching and bake a stretched diffuse. So your diffuse will look stretched but on the object it will look better because the stretched…
looks better man. do a level adjustment on your entire diffuse ( at the top of your diffuse group) also render off a height map of your high poly zbrush brush model. put onto of ur diffuse and change it to soft light and do a levels adjustment. :)
Figured I would have a go at re-doing the diffuse a bit. Not sure if it will help, but I think it is how I would have done the diffuse anyway. I think for the diffuse it might be best to reduce, or even eliminate the dark areas and let the materials do the work.
noname: i used the diffuse map as spec map for the renders just to get some specularity but it's not really that noticable, the details showing are mainly in the diffuse. but yeah, i should probably tone the details down in the diffuse map and have them showing more in the spec map. thanks!