Hey guys i got an art test recently and i have 3 weeks to complete it i have to complete 4 models 3 small ones and 1 big one i started working on the 3 small ones as they do not take that long to do. here are the rules of the test for each model. Oil drum: 300 Triangles total. 1 Diffuse Map at 256x256 1 Specular Map at…
Hi everyone. I have some problem with new Painter 2.5-2.6 And it will be pretty great if someone explain why its happen and how to fix this. :) I created a batch of materials (Spec\Gloss) in Designer for work a year ago, and everything worked cool before 2.5 ver. After 2.5 some of my materials become brighter in diffuse,…
Hi All, Since my crazy last month in school and vacation is over, I'm back in the forum! I started my internship in school to test out a new curriculum for a teacher. Big part of the new curriculum consist of mashing 2 animals into 1 (idea inspired by gameartisan challenge). Diffuse, spec, and normal required. I came up…
Thanks, I appreciate the support ! Quick comparison for a rendered cavity map (raytraced) from Xnormal and a generated one from Crazybump. Xnormal Raytraced cavity map : The output texture is best used as a "multiply" layer in photoshop on top of your color map. You can get very sharp cavity map with around 512 rays in…
firstly i'd say that the round bits in the corner of the panel look too big - looking at the tutorial i think they supposed to be fixings and you wouldnt get fixings that big imo. I'd guess they were made of metal too but you have them completely flat in your specular map. talking of your spec map theres a lot of colour in…
Just some extra info: Blinn, phong, oren-nayar, shlick etc all have diffuse and specular implementations. Most often you'll be seeing a lambertian diffuse model with a blinn or phong specular. Blinn's model is an approximation of phongs, and can be made to look identical with differing exponents. Also that specular…
That "diffuse texture" really depends on the end application of the asset. If you are going to present it with unlit shader, then you don't even need to delight it, and then its probably good as it is. If you want to use lit shading, you are better removing the diffuse and specular lighting from the scanned texture, or try…
Textures for a game with that kind of poly count would definitely be 2048 for diffuse, if you can get away with it try and go for 1024 normal and 1024 spec. Spec should have all RGB colours, and a glossyness in the A channel. Some of the mods for RaceOn and GTR Evo, etc (basically all GMotor2) have three x 1024 maps…
I've always wondered how much more expensive adding a map would be. For example lets say you're doubling the size of the diffuse from 512x512 to 512x1024, how many more polygons/tris could I add to the 512x512 model before the performance cost becomes the same as the 512x1024? I'm guessing normal maps costs more in…