I baked normal maps, curv, ao, etc. with SP. Then I made a test render with these textures. (without diffuse texture). It remains only to painting the objects in the substance painter. total 971 000 polys These are very useful scripts that help in the work. They save a lot of time and speed up the workflow. Get rid of…
Thanks :) I modelled the high poly in 3DMax and baked down to the low poly then made the textures in Photoshop. The main texture is a 1024 by 1024 and the chain link texture is a tiling 64 by 64. Agreed about the orange parts, will dirty it up more. Gotta make a spec map too as its currently just using the diffuse in the…
small update here, just documenting my workflow... Made adjustments to different color values, and re-worked lighting some. Worked on orange fleshy bits and worked on some diffuse details. Still haven't gotten to gloss detail yet. Probably next thing I'll work on is getting normals on the hairs and other needed maps for…
I know if you have your diffuse and normal maps applied to the material in the 3D application your importing from it will import them with those already applied in UE4, been a while so im not sure about emmisive maps, but if not they could be applied in the material editor (or with a vector paramater if it was colour being…
Your bake doesn't look any softer than your source mesh, the difference is that in zbrush you're using shaders/effects that make the content appear to have more contrast, the fake cavity map thing or whatever. Throw the same sort of cavity map into the diffuse of your lowpoly and you should see a very similar result.
just import them in dota and don´t complete the submission process. it is predefined in the heroshader if they use the alpha channel for transparency, some heros do use alpha for transparency some don´t. if their default items have some transparency on them, like death prophets, it is safe to assume the shader uses the…
I'm curious how you get and tweak the final render in DDO? Since you're working with a 2.5D object, I'm guessing you're not importing an OBJ - so what do you do once you've loaded in the diffuse/normal/occlusion maps and generated your textures? Do you import a quad into 3DO for previewing?
Love the highpolys my inspiration folder eat most of them right away. Your textures reminds me of cs:go. But i'm not sure but i would probably not go pitch black on the bikes diffuse, i don't think i have anything more to give feedback on. Would it be to much to ask to see the pistols base for the highpoly?
I took your advice and Adam was nice enough to change it. One last question which is probably a bit off topic but I feel like I need to take stuff from scratch to game ready before I post it on here. Should I start posting models that do not yet have normals or diffusals?
Progress! Finished up my first pass. Everything is hand painted on the diffuse. I'm still going through and making corrections to a few things. The contrast/saturation, highlight pass, giving the blood some girth on the blade as well as pushing the fur render more are all things on my to-do list. Any feedback is welcomed!…