hi there my name is dharmendra.i made this enterence thing. i am getteing weird roughness. i used pbr technique.here are the maps this one is diffuse this one is roughness and unreal engine preview please somebody help me to correct it.:( in case above images doesn't work here are the links…
I made this model to get some practise texturing, and I've stared myself blind on it now and I could use some input to be honest on whatever seems to be off. Anything is welcome! Its on about 600 tris, texture size is 1024x512 and it has a diffuse, spec and normal map. Was thinking about doing a gloss map but havent gotten…
Hey guys, I got some normal map questions.. For example, I have a wall with a tiled brick texture on it. I also have a normal map to use with the brick diffuse. Now.. can I just tile the normal map too just like the diffuse? I did some test with it (with virtools) but it seems that the surface is moving and shifting when…
Hey! So. I'm incredibly new to 3DS Max. And I just finished this huge low-poly scene, with a ridiculous diffuse map! I'm wondering what I could do to improve it? Right now the diffuse map is in the bump and specularity slot... Any advice on polishing it up would be hugely appreciated! (The render is only meant to be seen…
There ^^ mapped the cylinder shell upsidedown by mistake:poly124: never corrected it as it didnt really bother me....:P If it where for a real game I would probably bake down the metal rings Diffuse onto the dark parts of the barrel for LODs. Normalmap would probably be gone by that distance so think a diffuse LOD shader…
I'll have to post up some of the work I did with a research group at USC. It's full motion capture like this too. We had markers on the face and body that captured obviously the body and face animations/models but also got diffuse, normals, specular, and subsurface scattering diffuse. The lips should be more accurate if…
The brass is currently yellow, give it a darker more orange diffuse, more spec and gloss. For the metal try having less noise in the diffuse, put some of that noise in the spec, and increase the gloss. You might also find different environment presets (skys) in marmoset make a significant difference. Also post references…
I agree with what's been said about the texture so far. If you aren't doing anything other then a diffuse texture, I would suggest painting in some shading and other details into your diffuse like dolemite said. Right now the model is very "flat" looking because of the texture. Your Honda model looks great though, keep it…
The mask, in this case, could be an SSS mask to dictate where the shader applies a sub-surface effect. Or a facial hair mask/etc. If the diffuse texture had an alpha channel(which it wouldn't for this purpose as it would destroy mipping) then it wouldn't be masking inside the bounds of the texture but, around it. If that…
Never multiply normal map onto your diffuse: a normal map is meant to be by itself (or maybe coupled with a height map to visualise high-frequency details, but nothing else). If you want, you can either multiply your AO map on top of your diffuse, or if you have a dedicated slot for AO maps like Marmoset Toolbag 2,…