i think that at the time i was trying to use landscape splines i was working on a computer that was a bit under recommended hardware specs, so that was likely the major reason it was slow and buggy for me. Haven't done it now that I have machine that's above recommendations
Your spec map needs more detail then just white for metal, and black for rust. The only way to get metal to look right is through your spec map, and with unique details in your spec map. Look up some of Racers texturing tutorials, the tank texturing tutorial on 3D Motive, and the knife tutorial posted here a few weeks ago.…
Okay, so here's the first screen with Xoliul shader and gloass/spec for the chassis. Also added some more rusted areas to the diffuse. The wheels currently don't have neither spec nor gloss map. Next steps: Adding spec and gloss map to the wheels and tweaking all the spec and gloss textures from every part. And finally…
Make your diffuse as your normally would, do a quick spec map just to control the general spec of things and apply it to a standard material(tweak as you see fit). Set up your lighting so you get shadows/spec that you like and just bake out a complete map with render to texture. ... or just do it in a bunch of different…
Jarkis, Ronald - Thanks! :D I painted the diffuse - used Hazardous' method of layering up custom brushes. I added a metal photo overlay in the spec map though (tip I picked up from my friend and fellow pcer burtonyang). Glad to hear it's working. Speaking of textures, I forgot to upload my flats, so here they are atm:…
Spec, spec, and more spec. Most material definition comes from it's specular properties and metal is no different. Adding details to the spec that are barely in or not included in the diffuse at all is a good way to sell metal. Depending on the type of metal, adding a cubemap reflection will go a long way as well. Refer to…
Hey everyone. Would love for some feedback on this model I'm fixing up. Approx 5.5k tris. 1024x1024 diffuse, spec, and normals for the body and 512x512 diffuse, spec, normals and emissive for the head. First the concept:
title pretty much says it all. I was wondering if there is a way to show spec and bump maps in viewports. I've tried looking but can't seem to find any way to show them.