You can switch the shader of the viewport to a specular based model instead of using the metallic/roughness model. This will let you use a specular map instead. That will be closer to VRAY.
Its sort of a common misconception, but the metalness workflow isn't any more accurate, its actually less accurate, because all non-metals get a fixed value of about 4% reflectivity, whereas in reality non-metals are generally in the 2-8% range or so. Cryengine and Unity 5 both use full color spec (U5 gives you the option…
Useless? It was actually quite powerful in its time, however, its not being developed anymore, and one should pick up modern renderers like MR and VRay these days.
I love the UV tiles too, another must have is the Export to Photoshop feature. Amazingly usefull. Also check out the way mb stores textures. all your layers end up in a folder as regular images rather than part of the mudbox file. you can link your 3D app to these and it will update every time you save. Awesome stuff. One…
@Lokthar thanks, i made individual layers for each piece in 3dsmax and then rendered each layer with vray, I then assembled each layer in photoshop and then did a simple selection , feathered the edge and cut away that layer exposing the layers underneath. @CybranM The engine bakes were a lot of fun yes :) , The engine is…
Sounds like I should rather take a closer look easy importing of models to Maya. Heard of tons of problems regarding UV'ing, bringing that over to Maya/Max and all that stuff. My main problem with Modo is that I'd really like to have vRay for Matte Painting. Functions like Fog, Fog Height, specific material settings are…
Yh, so I imported the LowPoly (unwrapped) and the HighPoly (not unwrapped) mesh into zbrush, then divided the LowPoly to a higher level, which I then projected to get the detail from the HighPoly. So my intention now, is to create a displacement map from the higher subdiv level which I can apply to the lowest subdiv level.…