Yeah def that's the plan. I wanted a base material that I can use for various things this being the generic sphere, next I'll make a wood material and then combine and want to be able to layer the materials in substance and have more control over the rust based on the additional details like screws or rivets and how the…
I haven't tried them but I bet they would work pretty well. One thing I just remembered is, substance materials come with a few sand materials that each have their own variety of changeable parameters. The best part is they tile, and using a plane you can bake out spec, normal, diffuse and AO maps. You can then do like…
High res texture by itself won't change performance, until you run out of memory, as Zac said. Applying complex math on highres textures in a material in the other hand, definitely changes performance. Using parallax with high res textures is just horribly slow for example. The "problem" with 4k textures is that you always…
thanks for the reply Dennis...this thread went down so fast I had lost it... Lighting is my weakest point right now...I'm currently working on my material definitions as well. So far learned that conductors reflect light with a slight tint of its original material...there for i should use a spec base off of the…
with your deafault light you can get a flat constant color like your wow example by material settings alone. Since you don't need specularity or reflection... change your material's "type" to lambert in the materials attributes. Crank the diffuse setting all the way up. And then Crank your material's Ambient Color all the…
Apply some noise on it and you are set. If you are following the reference you will see that the paint on the fire hydrant have a bit of a noise, your material the first one was fine, but it needs to be a bit diminished so it wouldnt look like red crystal jar filled with ketchup. Assuming you are using Zbrush, so here it…
I've written a bit about this, first a tutorial I wrote recently about physically based rendering systems and how the art content works (there is a small section on layering materials to create textures): http://www.marmoset.co/toolbag/learn/pbr-practice I also wrote an older tutorial on texture theory and similar…
Could be any number of things. * Negative object scale. Freeze transformations so your scale values are 1, 1, 1. If you choose in your viewport menu View > Backface Culling and your mesh disappears, then it most definitely has flipped normals. * Bad vertex normals. Sometimes happens if you import models. With the…
I would stop working on materials here until you've got everything low+uv+baked, really there also isn't a good reason why it wouldn't all be on the same uvs too, I mean this is just one asset right? Working on materials on a vacuum isn't a very good idea, so much about material definition is relationships to other…
its all in how you do your lighting, if you're using something like deferred shading where you do your entire lighting calc in one pass, you can probably get away with lots of materials and such. But in a system like doom3, where you have 1 pass per light that touches every material, if you have a building with 16 mats,…