Ahh I see. The UV snapshot I use in Photoshop to use as guides to paint my normal maps, diffuse etc. I was wondering because I am trying to get a workflow that is quick and easy for me to get used to as I am using UE4 to make my first game project :D I have experience modelling but not in Maya and things are totally…
I recently used Mixamo to rig a character for a game I created in Unity. I found it to do a very good job and is one of the only "one button" solutions which I have found to actually work. I also modelled the main character in Zbrush and retopologised and create normal and diffuse maps. I wrote a full breakdown of the…
Not only white, it needs to have zero spec, pure diffuse. The rest are about lighting. - Want grey shaded, simple white dome light would do - Want blue tone in your shadow, a sun & sky & GI would do the trick. Alternatively you can also try those studio lighting or sky HDRI. Mamoset comes bundle with quite a few for you to…
Everything looks really good. Model, bake, textures, etc, though I think I would increase the contrast on the specular a bit. The rounded parts on the back look a bit like plastic. There also seems to be little wear on the front. One thing you can do to really help sell the look is add fingerprints. You want them dark and…
@lachtan interesting on this no local maps , other than time and memory. I thought the local maps where to help with memory ??? what are the benefits to not having a local information if you already have to call up diffuse spec ect .. damn this game is crazy hype.... I have to say if any of you pick this up hopefully you…
If I only have two outputs in the scene. One with diffuse(rgb) opacity(A) and the other Specular(R) Gloss(G) AO(B) should it work in the 3D view in substance or will you only see the results of the output textures once your back in unity? At first glance nether and RGB combined texture as shown above nor opacity worked in…
I just noticed comapring your images 1 & 2 to your cage in image 3, it seems your cage has all the individual piano keys in it but your low poly doesn't....is your cage based off your high? Your cage should be based from your low. That is probably why you are getting that black area on your diffuse above the piano keys.
Try backing off a few steps and just getting the initial colors set. Turn off your opacity and specular and just get the diffuse in. See if its still green. Then work in the opacity, probably a map will do better than a straight number, since you have a lot of bits that are not transparent. But speaking of green: The…
Adding the monitors really helped. How did you manage to get that look, did you model them and assign the screen material to a plane? If that's the case can you give some insight into the material? I'm trying to do some sci-fi screens similar to these and I don't know where to begin. I assume you would need a diffuse…
hmmm man you should really check your colors, never shade with black always a darker variant of the base color and look for interessting base colors not such dull colors ... Also loose the grunge and the weird wrinkles in your diffuse. Maybe look up some 3D from world of warcraft they make good handpainted creatures :)…