I had a similar problem before. I ended up baking to a shadow map, and then using the Assign Vertex Color utility copy the map to the vertex alpha. Then I made a shader that multiplied the vertex alpha by the diffuse.
I think about this shiny, maybe i try make flow map and this helps me , i dont know. This just diffuse map right now, maybe i'll try to improve it later in painter or designer.
I dont mean to be rude, i DO like it, but did you paint the flesh diffuse map AT ALL...? I just cant see any detail there at all, it feels so out of place and cartoon like...?
Ah that's a neat trick Brice :) As for baking - my guess would be: UV quads on an atlas sheet and RTT their UV's as bitmap. Using this texture, place the quads all over the sphere surface then project that sphere and RTT the diffuse.
looks good man! I like a second spec pass on my metal - a tight shine in the real spec and I add a phong spec masked out to the diffuse to suggest broader reflections (metal) worth the wait!
While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…
Hi guys! I'm gonna try and do a model in Zbrush. Painted a concept, see how it goes. Any help would be greatly appreciated. This one will probably go slower than the diffuse stuff I usually do... As I'm fairly inexperienced with Zbrush
Here my latest work, an evil looking knight with a black armor. He is 7300 tris total, , 1x 1024* diffuse and specular. Im pretty proud of it but Im sure I could get some critics on it, what do you guys think?
When I make two planes, intersect them and add the diffuse with the opacity map on it I get 2 of the sides of the planes to render the image. But when I go behind it, it's just blank (pure alpha). Is there a way to make a card display a picture on both sides?
hi guys now i'm working on a castle environement from inside in this scene i'm not using normal map .. just diffuse and some spec map so i need some feedback :) ... Pic : the scene need more details ... any ideas ? cc welcome ^^