You would probably need to add a shadow pass, but you can't currently use render passes with Viewport 2.0. You can turn scene objects on and off from renders, but not separate things like diffuse, ambient, shadows etc.
Been on huge hiatus because of my job, but I've been picking out some Inktober prompts to do Substance Designer work for. Here is the height map for Tranquil. Decided to make a Japanese rock garden. Onto diffuse and roughness today.
My first attempt at sculpting anything. The diffuse turned out lower res than I expected it would. so I think ill have to revisit it. I also added some dirt to the wall panels to see how it looks.
Thank you guys :blush: Here's the current value WIP in diffused light, i will add lighting setup later when I finish with the value. I had a lil trouble fixing everything to the right perspective haha Cheers :blush:
All your metals are looking like concrete right now. One of the ways to make your metals looks more like metal would be to darken the diffuse map, but leave the spec map bright so you get a shiny surface.
thanks for your comment. I redid some texturwork on the girl, Fixed issus with spec map, adjusted diffuse and color corrected, and made it sharper in Photoshop. Not sure if it is a hugh diffrence from before thou, maybe need to redo the normal map.
Honestly 3D has helped me with 2d, because it really helps me think about rendering when painting a 2d image. All your work with diffuse and specular maps really make you look at textures differently in painting.
Aye maybe tone down the normal a tad more, for spec don't be afraid to experiment also with texture over lays and color! :D you could push the highlights in your spec also and diffuse. Good start though keep pushing it!
Thanks for the reply, I have just tried starting off with the material only being diffuse, lighting was fine, I added the specular and lighting stayed fine, I then added the normal map and it messed up the lighting on one side again. :/
Great work on an awesome rifle! My only critique would be that the polymer is a bit too glossy. I'd give it a bit more roughness to help diffuse the light. Do you have an optic or iron sights for it or are you going to have the rifle as is?