0.5 0.5 1 should not be your "flat" normal, when normal maps get pulled onto a graphics card get get unpacked from "0 to 1" to "-1 to 1" so a flat normal in a material editor is actually 0,0,1 Also you do not need to normalize your light vector it's already a normalized tangent space vector the way custom lighting should…
Adrian, for future reference, most forums have support for BBcode. To put in an image, it's usually . As far as AO and CA is concerned; I usually look at things like that in terms of hierarchy: Cavity is local, whereas AO is more global. Therefore, I consider AO to be higher in the hierarchy. So I usually start with the CA…
Yeah, I'd imagine that the unspoken part of calling something out as photo-sourced is that it's "obviously" photo-sourced. There are almost never hard rules for how to make good looking art. That being said photo-sourced texturing alone is a bit of an anemic skill set for creating materials. And its totally un-suited to…
@ metalliandy : At the moment your are able to load an diffuse-map into the 3dviewer but you only can look at the diffuse map when you select [lighting] from the menu. there is no way to judge the diffuse with applied occlusion, convexity and cavity and tweak those maps to immediatly see the changes on your model. So…
Version 2 New fresnel type, the falloff scale can now be changed and using the mask from the green channel (reflection mask) of the Base MSG texture the fresnel can be masked out. That mask can also be blended, so that fresnel will still show on the rest of the model even if the reflection mask is pure black and white. Use…
hey man, diffuse looks nice! I think you need to spend a little more time, and include some of the diffuse detail into the normals - which by are extremely clean compared to the diffuse. You could add those paint chips and rust marks in there as subtle recessed areas, as well as adding the slight metal grain to the entire…
Hey all. I just gave the first 3 videos a second look and noticed something. During the second one (detail paint 01), when the guy starts painting, he first paints diffuse info (scaley leather bag style) that he picks from a texture he loads. Later on he turns on the bump, mich makes the material much more believable. BUT,…
I'd kill for someone to write me an extensible photoshop script that would work along the lines of what we had at my old job. Any layer named DIFFUSE (case sensitive) would automatically be saved as NAME_diffuse.dds, where NAME comes from the group that DIFFUSE is a member of (it throws an error if its not in a group). You…
mostly stable diffusion for reference, but I can get higher quality references by looking around and using the portfolios of artists more talented than me. 3d AI is still in it's infancy and I don't see it overtaking handmade work, and you definitely don't want to vibe code. Everything about game development demands…
Maths wise, the low end is really the only thing that matters for diffuse . ( And metallics shouldn't ever be fully saturated ) sooo.. I'd make my own node Anyway.. Assuming this node isn't crap... If black looks wrong in game and you don't want to eyeball it, you need a rendering pipeline that can be set up properly -and…