ok, a few things here. Noltan was right, an AO map would definately go a long ways here, as would a cavity map on top of that. It would make those creases really pop. On your spec map, it is usually good to use a range from 0 to 1. Meaning your darkest pixel should be black, and your brightest should be white. Then control…
really curious on how the spec works. I know the basic spec would be just blk/ white colours. Desaturated, but i seen a lot of people's spec map which contains colour in them. Is there a difference?
hmm, that's odd because the cloth shader has no spec unless you specifically turn on the anistropic spec or whatever it's called. maybe turn down the spec colour to black? how many different shaders are you using?
I think you'll get different responses for that question. I like to put my spec map in the spec color slot. I've also seen spec maps come in both b/w versions and muted color versions as well.
Hey ToRuKMactO, Glossiness is a parameter of the specular part of your shader material. If you consider that Specular (aka Specular reflection) is a reflection of the environment around your object where black on your spec map indicates 0 reflection and white indicates very reflective then glossiness indicates to the…
Thanks for the replies. Peris: Yeah, I made a high poly ship and baked it down. I'd show it off, but I need to read up on proper presentation first (some people have some great renders of their high poly). I'm also a fan of stylized work, so the diffuse is mostly hand painted with a couple overlays for help. Maybe that was…
Thanks for the in-depth feedback Ace-Angel, sounds like you really know your stuff! Here is the skin shader setup: I have used DT3D's shader as a base and in order to get it to work with the DX11 features I had to mess around with it as it originally had a custom lighting overwrite, which might explain the angle issue. I…
Real easy way in udk to get that brass look, would be setting a shader up with lets say a vector param. This way you can control the over all color of your brass. Then I would mix in you're spec map from photoshop or where ever you made it from, multiply that by another vector param so you can get a tad bit more tweaking…
1. If the source art is low res to begin with then its going to look low res even when transferred into virtual texture data. 2. When they showed the tools a long time ago all the stamping and stuff was non destructive so changing things could be done without too much work I guess. 3. In the promo builds they probably used…
The first thing you need to look into is to NOT shade your model from bright, to pitch black. Try different ambient light setups. Brighten things up. The ramp thing will give you the extra saturation in the shadow terminator, but really what helps the most is the ambient. This is also all kinds of wrong : Why would you…