Just export it and look at the outputs ;) The optimized version packs greyscale channels together and uses fresnel from diffuse using metalness (also packed in a channel) as the mask. It's the same data, just using less texture lookups, if you don't understand how it all works, just use the regular way (bit more of a…
WHA?? One shader/material for an entire game? I think not. Concrete is very much different from metal, which is very much different from wood, paper, glass etc etc. Unless your doing some sort of toonshaded game where there's no specular/reflection and only a diffuse and normal, then you absolutely need more then one…
New DDO is PBR based (rendering side of it + megascans) but uses the diffuse/specular workflow instead of albedo/metalness. They're working on adding metalness support for the next release I think. Legacy dDo does not have stuff like energy conservation and megascans. If you set up your own presets you apparently can use…
oh, yes I get what you mean XD I always add lightings last. I usually draw everything as if it's a diffused layer and hide it with lights in the end. as long as highlight comes out accurate, it shouldnt cause too much of an issue. as far as lighting goes, Lux's laser will be the main source of light in the composition…
Thank you for the critique =) i've placed some more lights at the front. also, thank you for the advice at diffuse textures, i'll keep that in mind :) im currently working at composing the music, but i fail at getting the right mood. i need something in between cartoonmusik and dark-ambient music. oh well, i think i'll…
very interesting! great result! I saw the mention of using vertex colours to define where the four textures go, so theres only ever 4 variations on each object? and is that done in engine or in mari or 3dsmax or something? Eventually all of this stuff done with materials on that pump is baked down to diffuse, normal,…
Erik: Cool design on that robot and the sword chicks pose is way cool Aleon: the arrow concept is really nice and i like the cloth and how you worked in some color variation on the axe. Think the axe head could use some more white highlights to sell that its metal 101 another quick sketch and a fence with handpainted…
The lighting is really playing a strong role in this. I think the key here is getting a studio lighting rig, and then playing with the mat settings. It looks like there is quite a bit of diffusion on the original mat. Play around with the albedo as well. EDIT: The reference image has quite a more defined surface, I would…
Guys, tell me please: 1) where to take the default model from the league, or to sculpt independently of a random size? 2) When the skin is ready, can I use any site for the show, or is it possible to import the skin into the game, as in dota2? 3) You need only one diffuse map, and that's all? Do you even need a normal map?
If your problem is simply the texture being too bright in engine, open up the material editor and tweak the Diffuse Color under the Lighting Settings. There's a lot of factors that come into play that effect the way your textures look on your model though. Material settings, engine lighting, etc. Try and keep that in mind…