Hey guys, this is my first post here. =) This work is based on a model made with Lego called "Super Krieger: Hoken". I made this in Maya and Render in Marmoset Toolbag just for presentation. I did the maps with dDo (for diffuse) and nDo (for Normals). Feedbacks and critics are welcome. :)
Hi all I have been on the lookout for a good tutorial on creating a displacement map from a diffuse texture in Photoshop. Does anyone know any good ones because I've not had much luck. I'm wanting to take this into Zbrush to sculpt further on. Thanks!
Thought I'd start posting some of the stuff I've been messing with. I'm always taking feedback, so if you got something to say I'd like to hear it. Soo here's my WIPS... modular wall and the diffuse and a building i've been tweaking Thanks for stopping by.
I have tried everything the internet has to offer? I cant bake Fiinal Gather maps in Maya. I can bake AO / Diffuse / Normal but no FG?....help? (im trying to do it in Transfer maps like the instructions told me :(
Hello, I made a stick grenade for the source engine, although I did NOT make the model I only made the texture. GIF image: Diffuse: Spec: 1024x maps since it is for first person and I'm pretty sure it's going to be 512 for third Crits are welcome!
@lockey1995 The objects with the yellow material indeed look weird, uncheck the ''Apply Diffusion'' when baking to have a better preview. But if i had to guess i would say that you have to tweak the ''Max Frontal Distance''
I'm guessing it's quite alot of handpainted diffuses with highpoly generated normalmaps, since it's very clean and distinguishable colors. but then again, there are uses for photo overlays even in handpainted stuff. edit: found an image showing an unshaded hydralisk:
Love how the set came out but the diffuse on the neck stone thing seems really out of place. It either needs some more variation with the jade being accents or the backdrop but as it stands right now it looks unfinished.
so the best solution would be: one material with: diffuse 2k, normal 2k, spec / glos every map with mimap on and every LOD (lod0, lod1, lod2 ) will have the same material, and only number of triangles will change ?
You still have unnecessary amount of detail, just pick up some of the textures of items already done and look what they are like. Transfer this detail to maybe specular or normal maps, but keep it away from diffuse