I just want to clarify something here because there could be confusion. In Unreal 4, your BaseColor/Diffuse/Albedo shouldn't always be black for metals. UE4 uses the BaseColor/Diffuse/Albedo as the spec color when something is metallic. So technically, the diffuse contribution gets set to black, but the color is…
@Justin_Meisse - hello there!! can you tell me how do you handle your specularity map within diffuse?? How do you include shadows and highlight within your diffuse?? do you hand paint everything?? Please excuse my nooby questions as i am quite new to this - "Include everything in diffuse map stuff"....
I made an update, 1.6. Max only for now, sorry. Main new features: -Quality Normals in Max 2011 are now supported -Diffuse Fresnel allows for diffuse colors to change at angle -Gamma Correction with Gamma setting -Vertex Colors can now be shown multiplied with the diffuse color -Specular can be delinked from opacity get it…
The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). The only non-bullshit option is to apply specular…
We are currently looking for a 3D artist to help us create stylised low poly buildings for our open world mobile title. Work will consist of modeling a high poly building which then must be baked onto a low poly version. Texturing diffuse maps, with AO baked into the diffuse and shadows/highlights either baked or painted…
This should hopefully be a quick and simple question. I'm getting fairly decent at painting meshes in Modo, and am actually getting to the point where I prefer doing my UV texture work inside it instead of doing things piecemeal inside of Photoshop. One thing is keeping me away though, and that's being able to paint a…
@ okorynal, What do you find hard in the photogrammetry workflow? At this point it feels pretty straightforward to me. The only thing I'd improve would be to have a plugin to reproduce every step of the tiling in Photoshop both on the diffuse and heightmap. I do not believe automatic tiling software will be good enough…
First of all congratulations on finishing your project. You've done some nice hard surface modelling. Some things that you could improve on for next time. Diffuse: I know it's hard to add extra detail onto a tanks diffuse. But you could have investigated adding some camouflage to make it less blocky. Normal: Your normal…
Terrain: it appears I have maxed out my terrain Material layers in Ued3 and would like to hear other peoples maxed out setting in terrain... I can have everything running below it appears. If anyone else has stats on terrain, works regularly with it, or has done some testing, Id like to hear if my findings are similar. I…
I think what keeps your piggy from looking like Gauss' paintover isn't just one single map, it'd probably require some tweaking of all maps. For those leather straps across his belly with the golden buckles, for instance: Gauss really pushed up the contrast in reflectivity between those two. The straps hardly have any spec…