Rules I've learned to check... [*]Same bitmap has to be in Diffuse and Opacity. [*]Opacity bitmap has to set Mono Channel Output = Alpha. [*]Show Map In Viewport has to be on at the material level. [*]Viewport Config > Rendering Method > Transparency = Best. [*]Can't see transparency if using Shade Selected instead of…
The wood has so much bloom because the scene light is cranked to 5 and the diffuse of the wood is really bright, the the low spec on the metal was tuned to help make the metals feel more worn down. The wood material was very last min and is using the same texture as the rope, so it did not get a proper balancing.
Lighting panels are so amazing and cheap. As an example, both those panel frames and diffusion fabrics were about the same price as just the fabric grid on that small softbox. In B&W, color balance doesn't matter, so I could literally have 40 euro hardware store lights behind them.
Started texturing! Did the face and the shirt so far. No spec and glossiness yet though, only diffuse and normals. He's supposed to look ill and the shirt should have a satin-ish look although I'm having trouble realising that for realtime stuff without any special shaders or anything Crits very welcome
Yes, exactly like that! What kind of bitmap did you use? Any picture, or are certain colors in the bitmap preferable? Also, what color is the diffuse for the material you used? That picture you posted is EXACTLY what I was hoping for, so if I could mimic that it would be fantastic. Thanks a ton for the response and help!
bugo: just grey with a subtle gradient maybe... Definitely awesome work, I'm loving the 3D remakes of the SF3 characters going around here. If there's anything to nitpick at, it'd be colour variations and detailing on the diffuse for the body to bring it to the quality the head has... but that really is nitpicking. It's a…
Hello. I have attached a screenshot showing my shader setup. I'm getting an error when I try to blend the normal. It works for the diffuse. This is for a static rock mesh (with a unique bake). Every time I rotate the mesh I would like the ground texture (tileable) to be on top of the models surface. Any help or direction…
Hey everyone, been awhile but I finally got around to finishing up this turtle. Haven't done an animal like this in a long time but please rip it apart as needed. 3980tris, 1024x1024 diffuse, spec, normal maps. Everything mirrored except for the top of the shell. Final renders for the Aldabra here! Tried to hit all the…
Thought I'd start one of these up to show my failures For a mod for crysis, seen people doing "next gen" textures or w/e so I thought I'd just jump into the deep end, I managed to work out how to make normals from a zbrush sculpt, right now its basically just a diffuse, I have no idea how the spec works lol...
Hi polycount. This is my first real time posting work here at your great forums :) I recently finished this Luger for part of my portfolio. I learned quite a bit with this project. My main focus was to create a good hipoly model that would produce a solid bake. 2048x2048 -Diffuse -Specular -Normal 6,928 triangles Comments…