I wrote a nice little photoshop script for this a few years back, its on the page D1ver shared earlier. http://www.markverkerk.nl/wp-content/otheruploads/PhotoshopExporter.rar Regardless of what script you go with you can make an action that simple only runs that script, and then assign a keyboard shortcut to the action.…
What kinds of references did you use for the Makarov texture? It seems to be a bit lacking in basic material definition, as the metal is stony (due to the strong overlay forming the base of the diffuse) and the bakelite is lacking its distinctive sheen and seems to have the wrong kind of wear. Try getting as close as you…
Never mind!, the second time I tried it, (being more careful to do a resource collection first) it seemed much happier this time. I guess I can make a separate littler map just for opacity, it save me a lot of big maps a little grayscale extra few is just fine! Maybe I could use your routine to 'trick' the program into…
NOOOOoOOooo... Rendering out a complete map will get everything, diffuse, spec highlights and directional shadows. all stuff you don't want in your AO. A complete map will bake the scenes lighting into the map, if you don't have any lighting in your scene it will go with the default viewport lighting which is based on the…
Thanks for the feedback guys! I should have another update soon. Major things to do: Clean up normal maps, finish diffuse, add spec maps, revisit bell, and revisit the trim around the top of the foundation. @Aigik - Yeah, I have to do some cleaning up on the normals. @chrisradsby - Absolutely! I totally forgot to turn that…
If you are using Xoliul's shader you are getting realtime results. The speaker on the front needs blue stripes down the middle of it - the gray ones you have are too faint to show up, and most of the DK cabinets have wood stripes the same color as the cabinet over the speaker. The coin slots need to be silver or metallic,…
Nice one Maph! If you don't mind me asking, what terms are you using for the Diffuse and Specular? If you plan in making the light information Normal Map dependent, as opposed to a single channel a la Kaj, then I suggest Adding the Tangent and Normal Map and Normalizing them, or just ditching it totally and going with a…
You should make your texture (for the most part) how it would ideally like it to look in game. Don't make your textures too dark, but rather tone down the diffuse color in the material. If you look at the stuff in the ce3 Forest map that comes with the SDK, you'll see that they all use the illum shader and most of the…
I guessed you used the quixel suite to texture the Colt before I even read it. The wear and tear for the most part looks random and not placed where it should be which is a big give away that DDO was used for a quick job or that you are new to the program. You could also heavily optimize the polycount by deleting all those…
Just for reference, thats untrue. Best diffuse photographs for non pbr diffuse are best in overcast because you don't have directional light mucking it up. But you still get lighting information. The actual best way to get photos is using cross polarization, like oglu said. Your pictures are useful for studying how light…