What kind of specular model are you using this Schlick fresnel with? "standard", it's float base = 1.0 - dot(V, H);float exponent = pow(base, 5.0); float fresnel = exponent + F0 * ( 1 - exponent ); You might try to divide that last bit by a value, to get a 'roll off' Here's a Kelemen Szirmay-Kalos brdf/specular w/…
So I am trying to do some render to texture normal mapping, but I keep hitting on an issue I am not sure of how to adress. I always assumed projection mapping was ortographical and that the view was based directly traced from the polies of the cage. This appears to not be the case. Instead it seems to use the UVMap to…
Hello all, I posted a long time ago and just generally a watcher(seems to be the saying around here) but I have something to post this time. Images might be dark for some people so I tried to bump up the lighting a bit, this was a school assignment. I had a bit of concept but it evolved from a swamp type guy to what you…
Hello! I'm thinking of a rather unconventional throne room, which would be ruled by a dragonslayer. I got the inspiration from Peter Jackson's art direction in The Hobbit; Thranduil's Halls in Mirkwood (found in my reference sheet). I adore the lack of large, flat, straight areas, the chaos and dynamism in the design. So I…
Working only on half of your model will work. Also, I am kinda guessing/possibly not understanding well/ that you tried to UV unwrap your high poly? If that is the case, your high poly doesn't need UVunwrapping only your low poly. Your low poly's shading should be always smooth shaded although in some cases you may need to…
I had to head out of town to handle a small emergency today, but I wanted to share another part of the metalness workflow that not many people know: Where did the original rule of 0 or 1 only come from? When Disney introduced the metalness workflow 4 years ago, they urged artists working with their system to use binary…
Without TexTools, I would grab all the elements and select specific verts for flat aligning. As they would share the same space, it's just a matter of getting them stacked correctly together, then adjust the final shape of the shell to fit the texture area. Boxes and 90-degree shapes are faster as you can select multiple…
I've grown fond of projection painting. I haven't done any texturing in a while but when I did I was experimenting with using applications like Mudbox, 3DCoat and zBrush's zApplink plugin to texture. The ability to jump between Photoshop and 3D space eliminates the guesswork of painting on your flat texture, and then…
You mention using zBrush on your site, but there are no examples of your normal maps. In fact, the only flats I see are of diffuse maps. Additionally, everything tends to look rather flat. I'd really plan on revisiting your specular (and possibly, normal) maps to really make those environments pop. Some of the stuff looks…