Hi, I'm trying to make a decal that has both transparency and glow but I can't get it to work. I have made a diffuse texture with an alpha map for the transparency and the glow. I've saved it out as DiffuseWithAlpha_highQ. The decal needs to wrap around an object that's not flat so I have it set to ProjectOnStaticObjects.…
Not much of a mystery when you look at the color value difference...color pick the pixel on the edge of the floater and if it's not 128 128 255, you are making detail at the edge of the float. Anyway the diffusion/blur of the normal map detail is off the chart. remake the normal detail so it's sharper and doesn't diffuse…
Thanks guys! Most of these are sbsar, but I have some tutorials where I cover how to build. I do have one sbs that I have uploaded and that's with the medieval brick. Trying to create a hand painted cliff inside Substance Designer. It's all procedural - no hand painting.. I think it's getting close but need some help. I…
Another update. Spent The past 2 days figuring out how to work XNormal efficiently, baking, collating and cleaning maps. Hopefully it's starting to look ok and come together! Renders are with max default light and scanline Back Normals Front Normals Back Normals and AO Obviously the AO is fairly dark in places, but it wont…
@JadeEyePanda I was gong to leave it as just a diffuse map but after seeing the link ScottMichaelH posted I want to try to go the PBR route. So there will be certainly more to come. @ScottMichaelH I've spent a few hours on the textures (3-5hours). I'd say I'm a bit below average. Thank you for the link it gives a good idea…
@P442: Thanks I'll have some more renders of the garden soon, baking light maps is eating up a lot of time! Dragon maps updated - I normally just include the diffuse to show UV usage but it does look more complete with all of them out there. The dragon uses a combination of the spec and diffuse for it's spec / spec power.…
It's looking good, but I have to agree with whats_true, and add that your very high-contrast texture work on the complex assets is really hiding a lot of the nice normal mapping work. Your metal looks right now like it's from a diffuse-only game engine. So my advice would be this: - Tone down the contrast and noise in your…
Thanks for the help guys! I've managed to solve my seam issue: turns out it was a very noobish mistake: when exporting the .obj from Max, I've used the ZBrush preset and that does not save Smoothing Group or Normal information into the .obj ... :\ oops. Here is what the sword looks like in Marmoset at the moment: Diffuse:…
here's a better view with some lights. also, the pitch blackness by the foot is caused by dynamic shadows from a spotlight. @ Polyhertz: i dont have any polys with more than 4 or 3 sides, they arent even supported in blender <_< and yeah thats exactly what i did for the diffuse, im still painting values in the the base…
There are a few definitions to what it means so undoubtedly you will get a few answer in here. My definition below. Dirty map: baked out ambient occlusion map used to mask ares of the model to make them look dirty in the cracks and corners. You can use this to dirty the diffuse texture if you have unwrapped the model in…