Hey guys, here is my wip entry to the comp over at cgchat, I would really like your guys input on him. here is a gi render so you can get an Idea of the polyform, The model with bump applied Model with Diffuse,Specular,Bump: Flats: Diffuse: Bump: Specular: Diffuse Color: Bump: Specular:
noname: i used the diffuse map as spec map for the renders just to get some specularity but it's not really that noticable, the details showing are mainly in the diffuse. but yeah, i should probably tone the details down in the diffuse map and have them showing more in the spec map. thanks!
Figured I would have a go at re-doing the diffuse a bit. Not sure if it will help, but I think it is how I would have done the diffuse anyway. I think for the diffuse it might be best to reduce, or even eliminate the dark areas and let the materials do the work.
looks better man. do a level adjustment on your entire diffuse ( at the top of your diffuse group) also render off a height map of your high poly zbrush brush model. put onto of ur diffuse and change it to soft light and do a levels adjustment. :)
Hi! It looks like you may have made your model in zbrush, and the model itself is pretty messy, which is not helping you out here Things like this draw attention away from your textures and give the impression that you didn't want to spend the time to clean up the model. Did you do any research or find any references to…
A developper can create a diffuse with many others diffuses map. With this method, you can create multiples diffuses maps like layers for photoshop. So in-game script can add them with parameters (manipulating colors, scale, rotation) the limit is only the imagination.
Diffuse has strange color. Spec has no variation. Also your lightning is pretty basic. Try to change that yellow on diffuse, to something less saturated. Try to bright the light up, and maybe increase the radius. Try to change diffuse boost to higher value.
In the metalness workflow, yes. Albedo controls diffuse and reflectivity as in whatevers corresponding white in metalness will get a constant black diffuse color and the reflectivity value from the albedo, whats black in metalness pulls diffuse from albedo and a constant reflectivity value of 0.04 linear rgb (or ~55 %gray…
Diffuse and cavity are not used by 3DO. 3DO uses albedo maps, which could be diffuse maps for your purposes. Cavity maps are not used in the renderer, but it does bake them for you! :smile: Here's an example of the difference between albedo and diffuse maps: http://www.marmoset.co/toolbag/learn/pbr-conversion
Thx for the comment SupRore. I totally remade the diffuse because I was not happy with it, and I tried to make the blood looking better. Here is a comparison with the last diffuse map. I put only the diffuse map because I didn't remake the rest of the hilt, you can still crit it