Really solid assets. I agree with Autocon about the cloudiness. If you were to flatten it out, and give some minor scratches to imply useage, it would go a long way. My crit would be to rework your shader/spec maps on some of your assets. Also try to change up the value or hue of the tarp, because it is the same color as…
well what he does right: * Correct specular values, no fudging. His metals are clearly in the bright spec range, his non-metals in the low range. * Good normalmap helps the shading a lot. * He's not attempting to use the specular map as an old-school spec map, but keeps that for the roughness map. * No baked lighting…
i gues physical based shaders are just shaderprofiles, for certain materials, opposed to the standart diffuse, normal diffuse, transparent diffuse etc. shadertypes that are currently beeing the standart in unity. like this the normals and spec always behave the same way. but with this new profiles you could asign a…
Thank you both! @Hammed, good point on the cloth specular colors and various I've been paying more attention to that now. It's amazing how much the slightest details and additions to texture maps improve so much. Thanks Dylan!! I hope you are doing well. He actually has only: color, bump, spec, spec color He's a more high…
Interesting design. The material definition seems off to me. The spec map seems a bit uniform and so everything reads as the same material and i'm not sure if that is what you were going for. It almost looks stone like...maybe like granite. I'd say work on the spec and see if you can push it more. If you are using dDo they…
@ tda The skateboard is fine. What gives the impression of it being long/skinny is the perspective and the angle at which the screenshot is taken. Skateboards aren't wider than your feet. One thing that really bugs me is that overblown spec on the head. What is it supposed to be made of? Some sort of nylon fleece? Cloth…
Well it really depends on what it's going to be used for to be honest. I see that you said it's from WoW, so are you trying to keep it to those specifications? Or is it for a first person game where it will be seen up close? If you are trying to stick to the WoW specs, I would say try to keep it around 500-800 tris at the…
Okay so.. if someone can be so kind to show maybe a print screen of a correct setup for maybe wood,metal and stone.. that would be great. Like I would but I don't really know myself. The spec and gloss I get from quixel are normally super flat, often just one tone. I have to manually make spec and gloss maps myself which…
""The reflection on a shiny white ball is much less bright than the reflection on a shiny black ball." can be rather confusing. Both a white and black rubber ball have the same specular reflection intensity, but differing diffuse reflection intensities." so the total light output is lower for the black ball? same spec,…
It might look a little funny in the cracks but 99.9% of people are probably not going to notice or care. Two things that you should always tweak the specular of in a metalness workflow are human skin (which should be set to 0.4125 in UE4 spec) and water (which should be set to 0.25 in UE4 spec.) Otherwise, you shouldn't…