I think expanding the idea of what constitutes a light source and using a more accurate (HDR) approach when describing light intensity would have a major effect on how you go about the setup. I think aspects of this are why people (at least myself) would use a falloff relative to the camera to describe the (potential)…
HAIR AND HEADBAND With the hair I started on the 2nd subdivision to sculpt out the general flow of the hair adding in the basic appearance of waves using the sculpt, smooth and pinch tools. It was important on this low level to ensure the hair was completely smooth as finer detail will be more prominent on top of this…
Nice model and texture dude, one thing i would look into is simplifying the wood in your specular. A lot of times people make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this really can be bad for certain types of materials. I like to really simplify,…
I decided to Unwrap everything first to get the most part of unwrapping out the way. then i moved onto the diffuse map for the body of the car. I decided to create my diffuse map from scratch even though i made my livery design in high resolution and could have used it for the most part of my diffuse. I made a few changes…
Great work everyone. Just a few things I noticed - @theonewhoknocks I think there's too much noise and dark shadows in your diffuse. In my experience when using a Diffuse/Spec/Normal setup the shadow information should mainly come from the engine lighting, spec, normals etc. and not the diffuse. Having intense black…
Alrighty. I've been reading up on PBR, and I'm developing the asset for UE4, so I need to use a metalness workflow. I feel like I have a good understanding of how the different maps work. So basically, albedo is both your spec and diffuse. Metalness controls how metal-like a surface is and should usually be either black or…
[ QUOTE ] [ QUOTE ] Darken up the diffuse and go crazy with the spec. Good looking nextgen metal needs spec and diffuse that really work together. I found, when I was learning how to do it, that studying both diffuse only game textures and film style textures will help. The right thing for your average nextgen engine is…
Essentially the albedo will only impact metals defined by the metalness texture. If the metal is blue-ish this reflection is influenced by the albedo, but only in color. However, the surrounding environment and lighting has the most influence on what is reflected of course. "Albedo is the base color input, commonly known…
try out this tut, http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html also pull hte scratches out of your normals, and make them more faint in your diffuse, and push them in the specular, and also add some more variations and scratches and stuff to the specular so the specular has some of it's own…
hmm unmodulated vertex lighting? You need to at least multiply result by 2, preferably 4 or 8, so you can get over brightening on the textures. Simply multiplying your lighting data over your diffuse textures will always give you less than or equal to the diffuse pixel color and never actually brighten the pixel, which is…