@VikingFunk: I'm liking the addition of damage stats and the metal burn (Oxidizing?). @GameGuran: Glad to have you here, nice work. I've been working with materials in UDK, there's still a lot for me to get to grips with so this seemed like a good time. I've used the packaged RockMesa06 while I work out materials. Cavity…
Right now your spec has pretty much the same info as the diffuse, just a bit lighter. What I did was use the diffuse map only to build the internal elements, and completely ignored the glass/plastic cover in the diffuse. The specular is a rather complex map as it tries to trick the eye into believing there are separate…
Well after a month tangled I finally figured it out. The problem was I was exporting in 16 bit as targa in quixel it automatically made them psd files and only the diffuse, specular, roughness, and normal would generate, instead I exported in 8bit as targa which it generated 5 maps this time including a Reflectance at…
When using multiple matIDs, your UVing and texturing process remains the same. If you're going to give an asset a unique texture, unwrap it in the 0:1 space. If you're unwrapping for a tileable texture, unwrap it so it goes with you're tileable texture. If you're unwrapping with a semi-unique/tileable texture, unwrap it…
You baked the Color(Diffuse) but you also need the Transparency(Alpha)? Select the Alpha map option but rename output file to the same name as the Diffuse map. Doing so puts the alpha into its own channel in the diffuse.
Does diffuse maps need to be flipped in any way coming out of Zbrush? My normal map sits right with FlipG but the diffuse isn't quite right... EDIT: FlipV for diffuse did the trick.
The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). The only non-bullshit option is to apply specular…
Yea there are primarily three 'hand painted' styles: -Diffuse only without highpoly -Diffuse only with highpoly baked in -Diffuse as focus with normal/spec/etc. for additional effects like shadows (Guilty Gear Xrd)
Is it the case that in the majority of games the AO map is combined with the diffuse? It seems to create a similar effects when combined with the diffuse and it of course uses a lot of resource to dedicate the AO to it's own texture. I seem to be seeing a lot of other artists texture work that indicates it's combined with…
If the 3D package your are using is for PBR, then there should be a channel where you can connect AO texture on it. Even thou AO isn't a best solution, it still creates visual fidelity. So you should use it unless your rendering application automatically renders it. The exact specular colour of a material or substance has…