It all really depends. They probably arent using a full res spec map for both platforms. Probably half the resolution of the color map. As for the port, inherently, the PC will have more texture memory to work with with will mean less mip mapping / streaming issues and higher res textures. Consoles are much more limited…
Hey man, looking good so far. The colours on ur lights are fine. The lights seemed to appear very "flat" looking, cause of the way their angled at the object and the intensity Also your texturing: the details in the spec isnt really come though at all. i'm sure you did make a spec map, but its not showing up in the render…
Just a flat plane if you want to add one. If you want to add rocks you can easily do that in your actual mesh and include it in your budget. No limits on shaders, just make sure to stick with the texture budget. Each texture "set" can have a diffuse/spec/normal/alpha/emissive/reflection/height/etc. I realize this is a bit…
Definitely get some markings on there. For the bolt try removing the color from the diffuse and keep it only in the spec. The plum is coming off a little too strong compared to the real thing. Also having it in the diffuse is making it read more like a paint rather than a metallic finish. Lot's of of wasted space in your…
Almost... Reflectivity isn't metalness. Reflectivity refers to a colored pbr "spec map", while metalness need only black and/or white. It makes sense to put little transition to between black and white. With the metalness workflow, the color of the reflectivity will be determined from the albedo map. PBR shaders can be…
Hi, the wood texture was made with : - First Zbrush to bake a good nm and nDo2 to add little details to the normal. - Secondly, baked an AO and a curvature map in monochrome (Xnormal) , mixed these maps in Photoshop for the Spec and also in the diffuse. - And finally play with the xoliul shader. (Gradient + diff + nm +…
@Kot_Leopold: You are right! I don't know why it looks like that though... the faces are exactly the same, haha. Maybe it's just the angle. I'll take a look at it though :) @EarthQuake: I'm using maya's hardware renderer now. I'm not really sure how to make the skin look better... I have added a skin overlay on the texture…
Also is it possible to make the spec and diffuse color contrast offset more like seen in this video ? (Brighter specular without washing out the diffuse so much) cant seem to pull it off with the current settings. [ame=" https://www.youtube.com/watch?v=zM9TUrgVhQU"]Cook-Torrance Shading - YouTube[/ame] The best i could…
Aside from the blurriness, and the fact that it's on a 2k map. I would suggest identifying the different materials and breaking up that overall same diffuse color you have going. IE, the pistol grip, magazine, sight assembly, etc. Your spec map is also not doing much other than giving off a slight greenish blueish specular…
6 responses about my choice of yellow color is not really that constructive. With the real thing there is variation in paint color but the most common (and the color I am painting) looks like this: these are all from the first page of a Google image search for "cat 235" Is it the very bright ambient light that is bothering…