The same thing happens on another project. If I change the diffuse and save the changes from the material editor, the changes take place in viewport/in-game. If I change anything about the specular and save again, nothing happens in viewport/in-game.
Wondering if this is capable of doing a set af tiling uVs for diffuse, and another set of uvs for normal map details? Similar to technique shown in image below, but without the lightmap uvs? Thank you. http://www.torfrick.com/Art/WIP/microscope.jpg
Another quick Max render shown here - I've just been working on the colours and minor details for the weapon's diffuse map. I still need to work on the spikes, but I should be able to get started on the masks fairly soon.
looks like a good start, the best metal texturing tuts are: http://racer445.com/ bar none, those are great. a good way to get a greasy look is to keep the original diffuse color, but add some white grunge to the specular.
NICE! That's awesome! I think everyone else (like me) just gives up. Just so I understand, are you using a composite map in the diffuse slot? And then using viewport canvas to target the blend mask of the top layer?
Eager to see what's the stylized PBR will look like. That's something we don't see often, but the rare good examples we've seen were promising. I love the handpainted diffuse only style but maybe it's time to go deeper ^^.
I agree, I cant really see any texture. The model and bake are very clean, but I think you should spend some time making a strong diffuse and specular. It would take your model a long way.
Have you also looked into matte options? Usually, a renderer can spit out images that show just the specular, diffuse, emissive etc. There might even be a "matte plate shader" or something that only renders the object and nothing else.
thank you for replying ill make the adjustments to the model, do you reckon there's more to model, or should i start cracking on with the textures? so far it comes to 4584 tri btw heres the tileable diffuse for the base ive created
Thanks for the advice on smoothing groups! Yeah I have been following the concept for the most part but so far I have only made a diffuse texture. Wasn't sure if I should jump into spec/gloss with this first project.