http://www.manufato.com/?p=902 I pretty much make my diffuse, then duplicate that folder and start messing with layers to make the spec. I like my spec to be higher contrast, and have much stronger edge highlighting + surface detail. Dielectric materials should be the opposite color in specular as their diffuse. Conductor…
I'm having trouble with a shader i've written. up until now everything seems to work the way i want it to work, and i'm happy with my progress. this is my first time writing a shader, and i've not got any programming or code background... so please bear with me. i'm just a character artist trying to expand his skillset! so…
I am trying to brush up on my texture map skills and so I would appreciate any help. The brick wall texture I got off google and in Photoshop worked to make it seamless. Diffuse Map Bump Map Displacement Render in Maya via Mental Ray Diffuse Flat looking, but otherwise seamless looking brick wall Diffuse and Bump Bump Map…
so if i'm understanding that correctly moose, in extremely simplified math it's something like this for metals? (<diffuse> * (1 - <metal value>) + <env map> * <metal value>) = <diffuse colour> <diffuse colour> + (<diffuse colour> * 1.5) = <final colour> so as you increase the metalness, the diffuse colour goes closer to…
Murph : I hate you with Odin's might. That aside, this armor is absolutely blowing my mind. As said by Haz, you guys really worked up a weat on those armors, and the diffuse are mind-stunning. I had a lot of people coming up with stuff like "old gen texture is dead hurp durp, everything with normal and shaders now…
I think you just need to emulate the Gothic II lighting better, if you want to match the original look and feel. Looks like they used very simple shaders, with only diffuse and specular, and some baked low-res shadow maps. This was fairly common for games in the early 2000's.
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…
Nice work. But your textures are very strange. There is much too much ambient in you diffuse, there are allready black shadows in it! You allready defined the lightsource with that and a the dynamic lightning and the normal makes not much sense anymore! Same with the specular, There is almost only black and white. Dont…
Hey all. I've got a question and all the searching I've done hasn't really got me past basic baking questions. Bascially I have started messing with trying to do LOD models and higher poly bakes. Currently I'm working on vegetation and one of the team members wanted more ground cover (ivy type plants to hide tex seams) So…
This will depend on exactly how your skin shader works and what the sub-dermis map defines exactly. But yeah, again probably not a map you should just wait until the end to make, as previewing your diffuse work without even a basic sub-dermis map will mean you'll end up adding stuff to the diffuse that should probably go…