Thanks for the feedback :) This is a breakdown of the snow shader so far: For the next version I'll try a softer normal and a noisier spec. For the slushy part, are you referring to that 'dirty' quality snow gets when its been on the ground for a while? Would that primarily be in the diffuse? AkiRa, how can you tell me…
Cool, do those barrels have a spec map? You could probably slightly reduce some of the overlays from the diffuse and instead crank the contrast in the spec to get a more metallic look. It's a bit too matte at the moment. Also be sure to pipe a value into the Spec Power / Glossiness node that's higher than the default 15. I…
now we have 2 option to import shader mask: first, we can create and import old shader mask of source 1 to new workshop tool and the system will auto created 4 map as 4 channel of that mask. and second we can create and import one by one channel of mask 1&2 as spec exp, spec mask, rim light, hint spec... etc :)
Thank you for the crits guys! I updated it What I did: ~ removed most of the wood grain from the spec ~ added a blue tone to the spec ~ adjusted the values of the spec so the metal would have more than the wood ~ added mud ~ adjusted the light of the render so the grenade shows better ~ moved the camera a bit far back ~…
I think the smoothing has some problems (did u bake normals from hipoly?), speculars are waaaay to sharp, decrease gloss value and spec value aswell (id suggest turning down spec to almost 0 and keeping most of spec in fresnel). Bolts looks imo quite huge, making the apc to look like a small toy. Also i would decrease…
Doesn't look much like leather to me either. Definetly the spec map after looking at it. It doesn't have that shine that leather has. Need more spots of bright white in your spec map. Also with leather it wouldn't hurt like with wood to have a little bit of color in the spec map to really make it pop. Also the normal map…
Hi all — I’m developing a custom 3D framework inspired by sixth-generation console visuals (think PSP / early PS2). I’m looking to commission two clean, animation-ready humanoid base meshes — one male and one female — that I can use as the foundation for clothing and character variants. Project Overview The meshes will…
Cool thanks for the heads up guys, so here's some more work on the spec map, its been going real slow taking my time trying to understand all the lighting settings, basically just got the main spec materials down and am now working towards the dirt and dust pass and then an oils type layer, im excited I already feel like…
Hey Brad, Thanks for your comments! Really appreciate it! I agree with you, I do have a painted spec map, I'll need to work on my spec/gloss map techniques. I do mostly painted textures at work and as a result I lack the know how of painting textures that take normal/spec/gloss etc into account. you are right, maybe I…
Perhaps it's the lighting, or I turned down the spec too much on those parts. From my searching, Source does not use a Spec Color map, so I can't use the suggested methods to achieve a nice gold appearance. But I'll work with it some more. I believe the record is brown due to the cubemap reflection, because the texture is…