I feel I kind of got lost here as well at one point but I feel that what I had a hard time finding was how each map would be used/applied For example (I may be wrong as still learning myself) The main maps I know Normal Map (interchangeable with Bump) Bump Map (interchangeable with Normal) Opacity Map Ambient Occlusion Map…
I think you're sort of preaching to the converted. I imagine either companies want access to your entire site for a fixed fee or be able to get your entire site on a CD/DVD for a set price, and even then I'm fairly sure most artists would be happy with just high quality diffuse textures and handle all the normal and spec…
Thanks everyone! Contrails: Very slowly! I have a scratches brush that looks like a square with one of it's corners partially erased, and a very high rotation jitter, as well as a size controlled by pen pressure. I know I didn't come up with that idea; I think it's from someone on this forum. Anyways, I draw with a low…
Don't we all :) I think someone mentioned it earlier but there's really just not a fast way to approximate this. The nice thing about the methods we've used so far is it's a super slim equation to approximate diffuse lighting from a point lightsource = the dot product of the Normal and the Light vector, once you start…
it might not look so but we are doing quite some stuff to the shading inside the engine, we did more before but well most stuff we tested didn't work out in motion, thats why the hatching is now baked into the diffuse as opposed to be drawn dynamicly based on the lighting, it worked for stills but was awful in motion its…
Yeah doing the teeth every link definitely would have looked better in hindsight, I was going off of this pic: Also, my teeth stick up too far, and look pretty crap on the bake. I should have done planes, but I wanted to animate like EQ ha. I finished the bake, slapped the quickest diffuse on there ever (flat with AO) and…
It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…
sucks you lost the colt texture. hopefully you at least still have the flattened textures. my original texture critiques still stand: 1. you have no material definition. everything is the exact same shiny gray grunge texture with the beach.dds cubemap covering it up. the reason why i love texturing guns is because of how…
Hello all. So I'm trying to figure out how to texture pack correctly in Substance Designer so that I can use a combined rgb map (roughness, metallic, and AO) inside my project in Unreal Engine. I did some research and found that the RGBA Merge node is perfect for this. However, I don't think I'm using it correctly inside…
Hey ! New project for this new year :D I decided to work on a futuristic building with clean texture Heres where Im at for the moment : I blocked out some ideas as well : This needs some paintover. The shader used for this building is pretty simple (I can post it in details if you want). But basically, what it does is :…