Hi I've been really impressed by ambiant occlusion tecniques to generate a dirtmap but I've been wondering if it was possible to get a 'wornmask' in a similar way. By wornmask I mean a map showing were the object is likely to be exposed, hence wheathered. pits&peaks is a nice max utility that generates vertexcolors based…
Alrighty. Slight tweaks on the diffuse and spec maps. I'm tempted to call this helmet done, but I can't seem to get reflections to work correctly. I generated a cubemap and followed several tutorials to hook it up. My problem is that it's drowning out the diffuse and desaturating it. Is there a way to make the cubemap not…
Hey there, just a quick question. Is it possible to tile a bump or specular map differently than the diffuse channel? Every channel has a parameter to change the U and the V tiling, but they seem to follow the one I choose for the diffuse. Is there some setting I am missing? In most cases it makes sense that all your…
I just want to clarify something here because there could be confusion. In Unreal 4, your BaseColor/Diffuse/Albedo shouldn't always be black for metals. UE4 uses the BaseColor/Diffuse/Albedo as the spec color when something is metallic. So technically, the diffuse contribution gets set to black, but the color is…
I made an update, 1.6. Max only for now, sorry. Main new features: -Quality Normals in Max 2011 are now supported -Diffuse Fresnel allows for diffuse colors to change at angle -Gamma Correction with Gamma setting -Vertex Colors can now be shown multiplied with the diffuse color -Specular can be delinked from opacity get it…
@Justin_Meisse - hello there!! can you tell me how do you handle your specularity map within diffuse?? How do you include shadows and highlight within your diffuse?? do you hand paint everything?? Please excuse my nooby questions as i am quite new to this - "Include everything in diffuse map stuff"....
We are currently looking for a 3D artist to help us create stylised low poly buildings for our open world mobile title. Work will consist of modeling a high poly building which then must be baked onto a low poly version. Texturing diffuse maps, with AO baked into the diffuse and shadows/highlights either baked or painted…
This should hopefully be a quick and simple question. I'm getting fairly decent at painting meshes in Modo, and am actually getting to the point where I prefer doing my UV texture work inside it instead of doing things piecemeal inside of Photoshop. One thing is keeping me away though, and that's being able to paint a…
First of all congratulations on finishing your project. You've done some nice hard surface modelling. Some things that you could improve on for next time. Diffuse: I know it's hard to add extra detail onto a tanks diffuse. But you could have investigated adding some camouflage to make it less blocky. Normal: Your normal…
Terrain: it appears I have maxed out my terrain Material layers in Ued3 and would like to hear other peoples maxed out setting in terrain... I can have everything running below it appears. If anyone else has stats on terrain, works regularly with it, or has done some testing, Id like to hear if my findings are similar. I…