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Re: [UDK] Sci-Fi City [WIP]
Reply by
vemadesign
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Dec 2012
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3D Art Showcase & Critiques
None of the textures (diffuse, spec, and Normal) are final. Eventually, as a final pass, i'll go in and clean up and add more to them. :)
2 results
Re: [UDK] Abandoned robot factory
Reply by
BlvdNights
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Dec 2011
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3D Art Showcase & Critiques
Add some subtle variations in your metal's diffuse. It feels too flat. Also the metal scratches feel really weird.
2 results
Re: Low poly model
Reply by
lotet
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Apr 2015
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General Discussion
I think LOL only used diffuse maps, but Dota 2 uses most of the new fancy stuff, even PBR.
2 results
Re: Various methods of creating normal maps + AO
Reply by
CheeseOnToast
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Jan 2014
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Technical Talk
He will have been generating normals from handpainted masks/heightmaps, NOT diffuse maps which are usually shit, as you said.
2 results
Re: Patrick Svensson´s 3D Thread
Reply by
Patrick Svensson
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Dec 2011
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3D Art Showcase & Critiques
Update time, Just a quick specular. Need some more work on the diffuse, but Im thinking Im doing some progress
2 results
Re: Portfolio design
Reply by
Joao Sapiro
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Jan 2010
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3D Art Showcase & Critiques
i dont see the need to show the normal , just the diffuse and spec will do imo , the normal you see the result on the model.
2 results
Re: Need good UDK waterfall mat tutorial
Reply by
Visceral
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Mar 2012
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Technical Talk
Creat mesh, create water texture, setup a panner node in the material, hook it up to the UV's of the diffuse, normal and spec. Done!
Re: Assault Rifle real-time
Reply by
GraphX
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Jun 2012
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3D Art Showcase & Critiques
Standard shader of Marmoset Toolbag v1.02 Wireframe and texture maps. If necessary, I can attach diffuse and spec map separately.
Re: My First Character. Need some tips.
Reply by
Brian "Panda" Choi
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Jun 2016
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3D Art Showcase & Critiques
Don't recommend painting in normals maps like that for something this "organic." What render target were you aiming for with the diffuse texuture?
Re: Inside the Object
Reply by
Farfarer
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Mar 2013
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Unity
Yes, that's correct. The Cull Front goes inside the Pass block. SubShader { Pass { Lighting On Cull Front Material { Diffuse (1,1,1,1) } }}
2 results
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