Beware though, the Standard material uses the outdated diffuse-specular workflow. If you want to follow current (better!) surfacing standards, choose the Physical Material and Arnold renderer, and learn how to use PBR.
What kinds of surfaces are those based on? Rope and rough leather (I'm assuming) have very little specularity, so the diffuse lighting should do majority of the lift. Reflect would be almost nil.
Yeah I tried that but it didn't work for me. I had to use an add that plugged the TexCoord into the panning distorted texture and then use the same TexCoord and another Add and plug that into the Coordinate of the Panner for the diffuse texture.
While its hardly exciting, here's a modular floor tile I was playing with. Diffuse, Normal and spec maps, screenshot from UDK. And the droid concept as a low poly, still working on the texture atm:
This very much reminds me of the recently aired "The Prisoner" on AMC, for some reason. No crits so far - it's looking great. The diffuse texturing is really going to make or break it, since it already looks tight.
This one definitely. Admittedly I'm nervous about voting for it because I'm not going to be done with this months concept on time. :poly122: I can say right away that I would do this diffuse only.
I finished building the lo res a couple weeks ago and here are the first and second passes on the textures (diffuse and normals). Skin is a little too dark right now, which I'll adjust soon.
I made a version with 2 different blur settings, one for diffuse lighting, and one for specular that could be transitioned between, which was about 150 instructions. The single bit there is I believe 109-115.
There's no need to edit the XML. Everything in there is adjusted in DDO. Do you need a metallic look in a diffuse texture? That's usually achieved by a combination of AO and color dodge to add a blurry highlight effect and some contrast.
Ok so I've updated the roof, added some depth variation to the chimney stones and started working on some furniture models. Everything is still diffuse only and WIP. Log Bed: Log Bench: