This is the first asset for an unannounced project using an isometric camera view, a humble gas pump. Still WIP, since more detail is to be added to the diffuse and it's lacking a spec map. Shot from the UDK static mesh editor: (Diffuse and Normal) Diffuse: (1/2 size)
Awesome work, and even awesomer giving away the source files. Thanks Paul! Edit, for fun I threw her into Toolbag. If you intend to mess around with toolbag renders anymore (not that you need to, your shots look great) here are some tips. Most of this stuff isn't properly documented (working on that...): * Throw a gloss…
good start man. It seems like you were able to hit what you were aiming for 1) Why do peeps keep calling a color map for a diffuse map when it is clearly mapped to the color and not the diffuse channel? Everyone has there word for it, I believe in max they actually call it diffuse on the shader if I recall. Diffuse is just…
I had 2 questions about this. 1. how do u set up the texture in the ut3 editor for a 32bit targa Diffuse with a alpha channel in the diffuse 2. how do you tile the diffuse texture in the ut3 editor any help would be appreciated!
Quickly i have some renders of the rough Diffuse. To bring this thread to a close i wanted to at least show my base diffuse. I will be reworking the grip on the normal spec and diffuse map soon.
[ QUOTE ] I box map my high detail mesh for diffuse baking. It usually doesn't matter if it's before or after mud, but generally I save it as a last step before baking normal, diffuse and lighting map A little more technical info here, but this doesn't use the diffuse baking technique…
You have your diffuse color set to black and your diffuse Texture is plugged in the reflective input. For metal materials you need a dark diffuse color but not for non metals.
I'm making several models for a mod for Kerbal Space Program. I would like to improve my skills, so please, constructive criticism is more than welcome. I am four models in, and the models are oriented based on how old they are. The first one is a small Nuclear Reactor, and is the oldest. NR_Jr_v2 (click to view in 3D) It…
So I think I understand most things about how to make a physically accurate diffuse/albedo texture, like not painting any shadows in the diffuse or leaving out most detail for the roughness/gloss maps . But what I've always struggled with getting right was what the actual color/values, that doesn't end in a hundred trial…
Who wants to watch me struggle through my first attempt to texture now? Anyways I blocked out some simple colors in the diffuse. And I made a game plan for what I think the spec/gloss levels for various materials might be, although I may very well be wrong. I plan on keeping the diffuse pretty plain, and putting the…