Hello, I think the best way I can explain what's happening is with an example screenshot; http://i.imgur.com/q77kf5R.jpg So as you can see, I created a fresh project and put the Dull Steel smart material onto a section of my mesh, which worked fine. After that, I tried applying the Varnished Oak material and it only gives…
Here's a long overdue update! Since finishing the blockout, I did a first pass at the main brick wall material, as well as the wall trim: I applied these materials to a set of simple modular wall pieces: I also had my third mentorship session with @Lucas Annunziata, where we mostly covered material workflow and a few…
This question varies heavily on the engine, and actually has nothing to do with PBR. Layering is layering, it is a separate concept to all of the PBR stuff. You can have a layered system and ask the same questions for an engine that doesn't support pbr shaders, or an engine that's entirely NPR (non-photo realistic, eg…
Important to note that your albedo stores both your diffuse and specular color/intesnity values. For non metals, the diffuse is used while a fixed reflectivity value is applied in the shader (4% linear). For metals, the diffuse is turned black in the shader while the reflectivity is set by the albedo map. The metalness map…
It's not even close to a harsh, rude, or even impolite critique. People asking for critique are looking for information, not a pat on the back. If you like to be very polite and nice that is great but it's not necessary and mostly just fluff, meaning it has little value. There is no information to do anything with. If you…
Judging by the chips it looks like you are being hindered by a material that is probably way too stiff for your needs. This looks like Monster Clay, or maybe Chavant NSP right ? These are indeed a fantastic mediums, but better suited for thinner/smaller stuff. I'd suggest to either work much smaller, or, getting your hands…
Hm its always difficult when the object should appear new, but to me this is only the very start of texture work. You applied base material layers, that is pretty much the easiest and smallest part of the texturing process, but those seem well picked although its too much of the same lightness and it comes down to a bit…
Sorry for the lack of proper Object updates , I'm currently working on the Master Materials for my Prop Materials and Blend Materials. I'm trying to add as much as possible ^^ For my Prop Master Material I have this so far: - Option for Diffusemap or Solidcolor - Tinting my diffusemap option - Desaturate diffusemap option…
Yeah thats a good idea, then you can see where you're spending the most time. Rather than tell you how much time I spend, I'll break down my basic process for hard surface stuff: 1. Blockout, get the proportions sorted out with basic geometry before you commit to detailing. The more detail you do here, the more time you…
hello what you need in arch and design is a glossiness map, and optionally a color reflections map (spec) but glossiness is the one you'll use to control the levels/roughtness of reflections. I'll quote Neil Blevins on this: "All glossiness is how rough the surface is, and hence how blurry your specular/reflection gets at…