I usually set angle of view to 90 for accuracy. OK, now for comments. PERSONALLY, I think this model needs a lot of work. First is the 14K polycount. For what you have, that can be greatly reduced. I can't tell without wires but I think you have polys in places that are unnecessary and don't have enough in other places,…
Okay also a few things, for your ground coming up I would make an alpha for the grass so that you can have the tileable come off the ground so it doesn't terminate so sharply and makes it more lively. Secondly I would turn down the Global Illumination in your TOD as it's bouncing that green way too much. Use the cloth…
Im commonly confused by the posts surrounding environment AO bakes. There are many different objects or mesh's created for an entire scene, some of them share a tiling diffuse, others have their own unique diffuse. Some of the objects will use the tiling diffuse and will also have their own specific unique normal/spec…
looks pretty good, but a couple of things lighting! I know its nothing to do with your model really, but it makes a lot of difference to presentation. Does it have normals and spec map? I have a feeling it doesnt. These could really remove the flatness, and a spec map alone would do alot of that. Is it for real time? UV's…
hey all, quick question. generally when do you use color in a spec map? Just in metal? I am doing stone and grass and was curious if i should add color to it? thanks ! cpcp
I don't think many materials change their glossiness by their viewing angle per sa, but maybe stuff like hair, skin and things like brushed metal that have anisotropic reflections. Basically any surface that has grooves of rough surfaces. I guess this is more revelent to Fresnel as thats what it's supposed to do isn't it?…
MrHobo: thanks man! since marmoset 1 doesn't support physically based rendering yet i didn't apply the new gloss and spec rules, but i found out recently that my texture technique is very similar to what next gen is supposed to be since i prefer to have my diffuse has flat has possible without shadows or shading or AO at…
Biofrost@ I just started to looking into vertex painting... those shaders are pretty crazy tho. xx0rph3usxx@ I have a lamp thats modeled... but forgot to place it in udk, im not worried about lighting at this point. My ceiling and floor all have a normal, spec, and diffuse maps. I just looked at the walls, and it has a…