I don't like the results - I played with it this afternoon. It's quite similar to a system I use, but instead of metal ray I use a lightdome. It's scripted, so it created the (multisub) material by duplicating the main material and erasing the spec and diffuse maps. It renders much faster and I think the results are nicer.…
So here's a quick description of how to work with the new textures of this shading method. You can see examples of these textures used for the "Rusty Paint" in the original post. [size=+1]Albedo[/size] This is just like a diffuse texture you are familiar with. Remember only to paint the materials color, not light…
I believe it was Stimpack who originally posted this in the tread about a lantern being too green... anyway i copied out this system, as it hauls. Ive only used it once but i think this is what Vig is saying anyway; just thought I would try and keep passing this on. I am copy pasting this from someone else, this is not me;…
Sorry for the late response here. This is essentially all that matters, and it looks like you've got a good understanding here. Yes, these are common and logical reason for picking color spaces, but not necessarily absolute rules. Maps that represent mathimatical values make sense to be in linear space otherwise the…
Hi everybody. So my questions are kind of all over the place. I've been trying to read and watch videos, but I find it hard to find exactly something that helps me with explaining the maps that I have. So I found a model online to start testing PBR with. I can upload it if it doesn't break the rules. So I have diffuse,…
Your newest shots are really looking great. You shouldn't need to be adding emmissive values to your diffuse textures if lighting is set up properly though. Try going into World Properties and adjusting the Environment Colour and Environment Intensity first of all. As default this is black - nothing should ever be pure…
Hey David, Sure thing dude! My general workflow as far as modeling and texturing goes is- - Create Highpoly model in Zbrush (for models with organic elements like the rocks) or Maya (for hard surface stuff like the temple) - Retopologize in Topogun (organic) or create lowpoly in Maya (hard surface) - Unwrap lowpoly in Maya…
Hey Kensey! I might be able to shed some light on the problem (funny joke, right?). You are always going to get light map seams on objects where the UV shells are mapped diagonally. You have to make sure your Lightmap seams fall between pixels to ensure a perfect seamless light bake. This means your UV shells are going to…
Thanks! I'm so grateful for a quick reply. Not much painting? that's a scary thought, I mean, I'm crap at painting but... well I've already put a bunch of material and shadow from AO in my map but it still looks so flat, That might be my normal map's fault due to it being my first one. I'd like to know more techniques if…
Fox Engine Office Remake: While the Fox Engine is very impressive, especially the E3 2013 Trailer, I felt that the Office demonstration was doable in CryEngine 3. To prove it, I present you Fox Engine Office Remake. All assets have a proxy model and the level is in real scale. Many assets have POM to further enhance their…