I really have to second on the specialization part. No need to custom all the skills and such. Too small details. Just make multiple specs, and let players choose. Each spec offer different strategy/approach to the game. I also actually like multiple tiers of specializations. Also, I'm not a fan of using the same formula…
Optimization is pretty damn important to know, its basically one of the fundamentals of game art, hell its pretty much what differentiates game art from anything else. Current gen stuff also requires a hell of alot of optimization . No point teaching yourself how to model when down the track the way you have been doing is…
Skummel and low_seb: Thanks guys! Frozan: No problem buddy. I agree, the spec needs work. The normals are kind of getting lost on the cactus. The palm bulb doesn't have any spec on it yet either, which isn't doing it any favors. :poly122: murph: Thanks man! guhhh, Jessica, and TorQue: Thanks much. :) I'll have something to…
Just describing their thinking behind why they did what they're doing. I think Fortnight supports colored spec, so I don't know why they don't allow others to do so. But there was someone definitely going for the "all physically based" and thus no alternate color spec route over at Epic. Maybe if enough people complain…
Appreciate you help Alec. The Octane forums are not very active so hard to get advice there. For metal i have always used Glossy shader with IOR set to 1.0 and if i want to make a cooper like material i plug a bronze colored spec map. I have also used dirt material with for example rust plugged in to diffuse and metall…
The red plastic is supposed to fit inside the brass shell base, not the way you've modeled it where it sits on top of it. If you can, color your spec. The white spec is making the brass read as something other than brass. It's also a bit too cloudy and its making it seem like the brass is dented. A 512x512 map for a…
The first one looks great. The second is alright, but there's too much lighting information in the diffuse. I'm not sure if you did this intentionally to eliminate a specular map, but generally you want any light/shadows to be handled within engine or with spec/gloss (spec power in UDK). dpadam450 is right about the third.…
Hey guys, this might sound like a silly question (I don't know much about PBR), but if I get Toolbag 2 will it work with the standard diffuse, gloss and spec maps. I mainly ask because I've read that albedo maps don't contain AO, so I was wondering how a diffuse map (with AO) would affect things. Can I just plug it into…
Hey andrew! Welcome to polycount! I think its starting to look like something. So keep up the good work! My only 2 crits is that your shader that you are rendering with is too flat, and toomuch ao. It needs more specular. See about combining 2 specs through a mixer and then adjusting each spec power of each node to where u…