Not exactly sure I understand what you want to achieve. But from what I understand you want the resulting color to be "blown out", i.e. go brighter than the diffuse-texture color right? Sounds like default behavior to me. I mean, the equation is diffuse light * diffuse texture. So by having a light source which is above…
1. If the source art is low res to begin with then its going to look low res even when transferred into virtual texture data. 2. When they showed the tools a long time ago all the stamping and stuff was non destructive so changing things could be done without too much work I guess. 3. In the promo builds they probably used…
I agree that you can remove those quads behind her upper leg, that part has no deformation, you can leave tris there as shew81 said before. And my opinion about overall is that looks awesome! :poly124: I think this polycount is acceptable, considering that she has only diffuse map you can use some extra tris to give her…
The main issue is that I can’t find a suitable shader. Initially, I used a toon shader and took the outline from it as well. However, I’m not very satisfied with the result: the image looks quite flat, and the specular doesn’t behave the way I’d like. The gradients also make the render feel overly stylized. After that, I…
Okay, so I'm texturing an object with the intention of importing it into Unreal. Right now, I have only completed the diffuse map in Photoshop, and applied it to the object in Max. Would I be correct in applying the AO map within the diffuse color map? Is it ever applied elsewhere? I don't have any issues with the concept…
Hi! I need your help guys: Software that I use is 3D Max, and Mental Ray. And here's the problem. You see that half transparent on the grass? In Unity this looks fine, there is no half transparent cutoff. I have diffuse saved as .tga 32 bit, and there is also alpha channel in that diffues. Also I have seperate .tga file,…
You should look at what Nvidia did in their 8 series tech demos. Anything here so far has just been a really broad fake of thin object translucency there is no scattering going on at all.. kinda akin to what specular is to reflection. The Nvidia stuff actually simulates the diffusion with blurred RTT bakes of the objects…
What you have so far for the difuse is just the basic colors layed out thats just the start of your work. You need a lot more work put into that before you should be calling it done. For one bake out a abient occlusion map and overlay that on to it then a shit load of over lays to give the textue some grit to it. Get in…
Hi all! I'm working in VFX and trying to work out the kinks of using substance painter in Arnold in production. It's been awesome to use substance for vfx/prerendered CG. However there have been a few hiccups along the way. One thing I've found particularly annoying is this: On the left is the Arnold Renderview with the…
alright i read those links, so here is my visaulisation to make sure i understand; 1. specular 2. angle of the specular reflection, based on the glossiness of the surface. if its wide its more spread out and thus weaker (energy conservation) 3. diffuse different materials have different amounts of specular reflections and…