You can either use displacement, normals or just painting them in the diffuse/specular. with normals or displacement you can have light reflecting off the scratch to make it look a bit deeper, but for small surface scratches just painting them in the diffuse/spec should be sufficient
Thanks for adding texture filtering options for the diffuse map on viewer export! Any chance the same could be propagated to all other maps? I know it's kind of a fringe use case, but all of my maps short of the diffuse are still coming out filtered on export. Thanks!
The is another way in max. If you planar map your model and put a gradient map in the diffuse. You can use render to texture and bake out the diffuse to your model. Nice part about that is you can control as many points and colors to the gradient as you want.
Put the bitmaps into one material and apply it to the whole model If you want the occlusion to behave like occlusion simply plug it into the right channel, If you want to multiply the occlusion over the diffuse you'll need to composite the two textures in the material before plugging them into the diffuse slot.
Overall it's really good. A few crits tho: The diffuse feels gummy on him. I cant tell if it's the Normals/AO/diffuse but the parts of his muscles look like they werent projected well. Also, this isn't really a crit, but this Batman definitely knows about the GTL lifestyle
I haven't used it much yet, but Picturenaut seems to be a useful and free HDR editing app. There are also a bunch of free filters/plugins available, one of which is the Diffuse SH filter which can do a diffuse convolution of a full sized HDR image nearly instantly.
Ok, to start off, there be a tonne of comments I'd love to post, and some questions to ask, especially after a storm in the country I reside in caused numerous blackouts and loss of an internet connection, not to mention schoolwork. PyrZern - Liking your post on page 9, and as always great work, I would agree with your…
I cant look into your shader network, so I dont know, but did you made diffuse and specular ibl too? How it is in Marmoset Skyshop. The diffuse part of it looks similar as a "fake GI" to me. So I find it really cool.
How are you reaching the texture samples limit? I can see two, maybe three diffuse textures. Assuming that they all have Normal maps, then that's six. If you are using black and white specular maps, are they assigned to the Alpha channel of your Diffuse textures?