I had something.. kinda like this but more brute force with my Angel model from 2011. [ame="http://www.youtube.com/watch?v=tXVAbCofgCU&list=UUECFyRilO6YBueIcP0_u2pQ"]Angel Turnaround - more progress - YouTube[/ame] [ame="http://www.youtube.com/watch?v=owEkIZOZU1s&list=UUECFyRilO6YBueIcP0_u2pQ"]Angel Turnaround -…
A big issue I'm having with metalness is how exactly the scale works. If I have a transition between metal and non-metal, I obviously want the transition to be anti-aliased, which adds a visual fade to the edge, to make it less harsh. The problem is, the values don't convert equally between the color map and the metalness…
thats true, glossiness or roughness variation as you want to call it does a lot in terms of helping with the illusion, renders like mental ray call it glossiness an others like arnold call it roughness. Which is the inverse, but the same thing. for doing roughness maps I do like to create pure black and white maps mapping…