BlinKX10 : I agree with you on the diffuse, I may look at more reptiles skin reference to create something more interesting. About the anatomy, I wished to create something very caricatural, so I didn't use any human reference and it seemed ok to me. Anyway, I created it without using any concept art, and I admit the…
Hmmm, I mean soloing the normal but still having it applied as a normal to the preview mesh. This is what I get when I hit 4, not sure what this is, thought it was an error at first so I restarted and tried a different texture and got a similar thing. My workflow usually consists of creating a height-map style B&W image…
Very nice model. The material definition could need some more tweaking however. The materials look all very similar, rubber and metal have similar spec and gloss and diffuse color. Make the rubber / PVC darker and maybe more diffused. The plastic cover on the front picantinny looks like its one piece with the picantinny…
Here's a decent primer on creating art for anything that renders with physically based shading: http://www.marmoset.co/toolbag/learn/pbr-practice "An albedo map defines the color of diffused light. One of the biggest differences between an albedo map in a PBR system and a traditional diffuse map is the lack of directional…
Looks nice! At first glance it's a little bit pristine. I know you said you're trying to avoid the grimy-urban look but your textures could maybe benefit from a bit more grunge to add detail and break up repetition. If the alley is overgrown I'm assuming the buildings and floor aren't cleaned regularly. The only other…
The issue with AO is that if you render with no filtering, you'll need a very high samples count to have no grain. Tho you'd certainly have more control on falloff and spread than with a skylight. You can put a ambien/reflective Occlusion in the diffuse of the standard mat and put your diffuse in the "bright" channel. For…
Hmm, I don't understand how it's HDR, and how it's a single image. Are you only using a single RGB, and is it the Base image? What does it look like at full-res? Almost seems like the highlights are all blown out, so you've lost resolution there. I've been baking psuedo-HDR lightmaps lately. I calculate the lighting in my…
Hi inanimate, You're welcome. There's no silly questions, only ones missing datas, sometimes :) - You're now able to export your vertex colour set as a "flatColour-per-face" texture map - seems like you mapped a grunge texture (Guessing this is not a procedural) Do you ask about baking an unlit combination of both through…
I think he means you should tile the diffuse textures (generic concrete block or brick or whatever). Normal maps can be sorta tiled, but they're usually tiling the same as the diffuse map so the cracks and seams line up. If you look right down the middle of the building, the texture and normals for a window (if it's the…
Good suggestions, all. Keep em coming. @cman2k: diffusely convolved cube maps is already how it does the lighting, and it does now support per-pixel mip selection for specular, giving you the blurry metals :) We are considering an easier interface for people to load their own cube maps for our engine to generate the…