Just a quick update. I have been playing around wit the materials in UDK and finishing off the head material. I need to add the final color burn layer when the body texture is also created then I can get them both the same. I managed to muliply the textures for the gun to get them closer to the style of the character. I…
Hi everyone! I just began assembling the UVs and laying down some basic textures. Diffuse,Spec,Normal,Emissive. I'm using modular textures for this which is something I have never done before. I'm enjoying this project so far. There's a lot more left to make but I wanted to make sure that I at least got the main space down…
So, 'shift + left click' is to erase the background layer. I do have current layer selected and I am sampling off the diffuse, but it like it doesn't see the layer. It's strange because it works fine when I have 'screen' as the source. That only works on flat surfaces and if I have lighting set to consistent otherwise it…
Hey Kaine, thanks for the tip, though I'm not sure what you mean. I'm rendering in Marmoset, and I have AO enabled. I haven't baked AO for this model as it isn't really necessary. I painted some dirt in the grooves of the model in my albedo (so diffuse, since it's nonmetal).Anyways, I desaturated the dirt so now the dirt…
AzzaMat could you tell me which one please? SHEPEIRO ty i will do that rigged and skinned the engineer here is the latest texture : should i go with lighting(right) or just flat diffuse(left) or should i change the lighting edit: here is the concept for the next 3d model its a mine rail car (kind of waypoint system) this…
hmm, might be too much detail as spudnik said, although, are these screens using the down res'd game textures or a higher res working version? I know you can't get it in-game but maybe throwing on a quick diffuse (just the basic colors) and downresing to the game res and take a look. It might actually be ok. I know making…
Hey again! I was wondering if it is possible to have three UV channels in unreal on an asset? I was hoping to have three - one for diffuse that is unique to this asset, one for a shared normal map across all of my assets, and one for the lightmap. If no, How do I make sure that unreal engine is using the proper UV set for…
Im not sure of the exact technicalities of why the texture needed to be high passed first but it meant we didnt have to create an additional tint mask for each model. A tint mask sounds good, I assume I can hide it in the diffuse's alpha channel in a TGA. To which slot do I add it in Max's material editor and set it up,…
I assume it has something to do with the RGB dropdown box that has only none as an option in it and also the alpha dropdown box that only has none as the option since i've heard in my classes of alpha channel. I use a separate file for each of my diffuse, normal and spec maps and really had just hoped for a simple…
To do list from all the feedback I gathered: 1. Change the carpet to be more cold toned color (be not that stand out) 2. Add more light sources with warm, orange color. Such as candles, pendant lights, hanging lights. 3. Make the doll scarier. (may add two more modular doll heads) I tweaked the diffuse and specular map of…