Im sorry but its a step back. The previous one had correctly reading materials across the board. The quality of the edge wear and general surface noise could be improved with more small scale variation (plus the render could be better and softer edges and more polys would have improved the weapon in general) but the new…
Kind of. They'll cast and receive shadows fine, but the shadows applied to their surface will also affect the translucent effect. By which I mean, if you imagine the shadow value they receive if they were simply opaque, the translucent effect will also be masked by that shadow value. The other option would be to stop the…
Ok, so you can see your problem triangles in your low. Those harsh values are getting baked to the normal map and synced to your low poly mesh. You can fix this a number of ways. I recommend baking using Handplane. It can help depending on what program you are using to display your model in. You can also use a synched…
Scratches would be mostly in the gloss/roughness map, and which values you would use will generally be determined by some simple logic. First, ask yourself what the properties of the base material are? Then, consider how those properties would change if you scratched into the surface of the material. Assuming you have a…
Updating time! Oooh caustics :poly105: Since last time I got my water plane to look good from both sides using this material input: So underwater you can see through the surface depending on your view angle. And above water there is no unnatural see through to the bottom. There is however an issue with my particles.. they…
ok so, i just re-did the lighting to sort out the massive orange problem in the other tunnel (it's half worked, there isn't any oraange glow over there now, but the point lights over there are still not working right) and it's caused another problem. It seems that for the previous images, the emissive for the lights is set…
Definately helps, ive been thinking i should model the entire bipod and the ammo box to make the overall look more interesting, it would add more variety. Alot of the details that will be added are missing are probably because i didnt make a normalmap yet, other than some fine surface stuff. So far i havnt spent near…
Hey dude, Good process so far. Nice little set dressing details you have going. The wires and pipes. Here is a quick paint over i did, with some suggestions. Fixes: >The Railing and pipes, need to have a connecting object. A small metal trim for the railing areas, and the pipes that are going into the wall some…
That looks HUGELY improved. The wood grain still needs to be knocked back significantly in the spec map, though. Wood rifle stocks are made from hardwoods, are sanded very smooth and then have many layers of finishing lacquers or varnishes on them. WWII era rifles frequently used shellac or boiled linseed oil, but modern…
It depends on the specific shaders in question (I don't have experience with either of those packages) but if the shader already supports vertex colors than it should work right out of the box. If the shader doesn't support vcolors it is relatively simple to include vertex color support. The simplest way is to multiply the…