Hey guys sorry it took so long, here's the dragon boat piccies and diffuse: A lot of wasted spaces but I had nothing to put in there :( The orig diffuse was made at 4096/2048 and scaled, the tri count sits at 12,489. Here's a breakdown of one of the houses: Colour coded for easier reading, a few more texture sheets for…
Hope you don't mind bumping with a question.. If you were to use this asset in U4, what exactly would you need to do texture wise? I haven't used PBR extensively yet, but I'm guessing that you would need to overlay the spec over the albedo and use that as a diffuse? Spec information is taken from the diffuse for metal…
I'm going to assume you baked these inside of 3Ds Max, if so the red dots and such are areas on your highpoly that are outside of the projection-cage that is created when you bake an object. As for the white-stuff around, I'm not totally sure, but that could be some setting like "background colour: <insert colour>" where…
I have a little request. Aside of what Peris suggested with the contour curves something like this would be enormously helpfull in my oppinion. So you can just select the different regions with the magic wand tool and fill them with wood, metal etc to block out the diffuse/spec/gloss. I made a copy of all the folders,…
I use this to some extent in a prototype game. I have a base diffuse layer and a mask to denote where the procedural shader is to overlay. It's a kind of 'mother of pearl' looking shader for vehicles made from a shell type material. You would be surprised at how much detail you can get with a 128x128 diffuse layer with…
Heya, This was the most enjoyable character project I've gotten to work on to date. I wish I was still working on it but alas, the good ship lollipop has sunk. The game view is isometric MOBA style so most detail is exaggerated and geared to a zoomed out and overhead view. Our target platform was web 3D (Unity) so download…
We are a small game company that is making a sci-fi soldier shooting game. The game has about 8 different characters that require diffuse textures. We would provide the normal maps as a guide/starting base and an .obj with uvs (roughly around 2k - 4k polys). The uvs cannot be modified. We would send a single character to…
Hi guys, im working with maya for 6 years and in game develop for 2 years. I want to lern more about types of mapping and i heard that in Polycount are the best :) Im used to use Diffuse, Transparency, Normal map and a little bit of Specular but i heard in other sites about "Gloss map" and "TM" map!? I don't know what's…
Hi Been checking out the hair threads here but am wondering how you guys organize alpha cards. I am making a character and would like to get it running around in the unity3d engine. If I have a texture sheet the same size as my diffuse (and other) for the alpha it would be tucked up in a corner as there are no other…
I asked about this in my P&P thread, but I thought I'd post it here in the correct forum as well. Problem: I have a material. I have only albedo and normal maps hooked up. Gloss and Spec sliders are set to zero. There are no lights in my scene but the skylight and both mats use a copy of the same mesh with the same tangent…