That's because some parts of your texture are basically metallic. If you used metallic materials on your project, espetially metals like gold, bronze or titanium (as examples), you WILL have colours on your roughness map. You should check a PBR material chart, and also those amazing PDFs from Marmoset and Allegorithmic :)…
No, I downloaded the UV sheets then opened it in Photoshop. Make the UV layer 50% opacity then insert a new layer below it. I then paint the layer in a fade style then save it to VTF and test it out to see what part of the gun is colored in the workbench. After that I open the UV chart in the workbench to see what color…
Update time ... I grabbed my concept and made an initial sculpt of the head to get a better feeling for the overall shapes. I sculpted a neutral and a jaw open posed version to see how the mood would change and if I can be as close as possible to my concept design. Furthermore I made a light chart to test the values under…
Volumes like VDB or unique displaced geometry does fast fill the GPU ram. But if your scene does fit into the ram there is no reason to use the CPU. Maybe if you need a special feature that is not supported in GPU ? Just check the comparison charts. Next month Renderman should be available with a GPU version. This could be…