The issue with collada is it not fully defined standard with external over watching standardization group. So every software can basically implemented collada as the see it fit. And to make things worse, most do it this way.
If I understand the article, did they use a texture map to define how easily each part of the body is in shadow? As if they are tweaking the normals on runtime to be in the light or not? If so, it's ingenious. Like Pior said, so good!
Its correct :) For the specular workflow your albedo will be black on metals and the color comes from the specular map. If you use the metalness workflow your metal color is defined in the albedo and therefor should be white :) .
I used the guides there but only loosely. They seem to appear at random in any area where the topology isn't explicitly defined. Suppose I'll just use GOZ to fix small problem areas like that.
Car paint surfaces are mainly defined by flakes in the paint. Happy to say that the next Painter build should come with a specific car paint shader to simulate dual tone car paint with flakes :smile:
I do not have to "speak" to someone, but I do have to have at least one persons answers to the questions above. But thank you for the link I will definately check it out. And thank you for responding.
Sounds like something I will definately keep in mind from now on. Here's progress on fixing one of said poorer quality assets, if anyone has any crits I'd gladly take them.
Thanks Wester! Definately agree with the windshield I will mess with the reflectivity and spec. There also is another vehicle in the background but its covered by dust going through that intersection I can just bring the dust down.
Looks very nice and original. :) But the defuse is almost the same as the specular and that makes the weapon look very bland. You need to define the material more for example by making it darker in some spots and setting highlights.
Thanks for your feedback jaker3278, I will definately be adding some wear and tear to the model. Since this is the first modern weapon I've ever made, I'm trying to figure out the base materials and colors.