Thanks. But that's not related to the material Fresnel? What I'm trying to do is to make some adjustments to the material Fresnel i.e Multiplying AO by Fresnel in for a brick material. But there doesn't seem to be any control regarding that?
I spilled a half of coffee cap on my Intuos3 (around side buttons) and it bricked it. It has its blue diode on but no pen response at all. Is there a chance to fix it DIY and if it worth bother at all?
I would look at playing with the height of each brick. It will add a lot of depth that you are currently lacking. EDIT: Should mention I meant in the Zbrush sculpt not the low poly. Sort of like this:
The wooden doors above look a bit flat, might need some roughness maps/specular tweaks, also this brick wall doesn't look to convincing, maybe make the bump a bit stronger?
Looks awesome! I think at this point all you need is basically more clutter. Texture work is great but you could use some dirt or mud grunge at the bottom by those bricks.
Does Monoprice have brick-n-mortar places? Thought they were only online. Accesorieswhole on ebay is your best bet for buying the cheapest but best quality possible LG panel online.
The vertex blend shader does blend between two separate normal maps the brick normal and a separate moss normal.Its controlled by vertec colour R channel multiplied with its AO. No worries....:)
The content is pretty good, but I'm not a fan of "bevel/emboss + erase" especially on brick. You might want to check the spec map on some of those human/organic models they seam a bit metallic.
What's the resolution on your bricks like when you sculpt? I can't seem to find a nice density to get nice clean edges without going too high on the polycount.
Our implementation of SSAO does read the normal map. It isn't as sharp as if it was baked in the texture, but if you had something like a brick wall, the SSAO does darken the cracks in the normal map.