Hey guys Im working on the PBR pipeline for our team and I got a really good approximation so far which im pretty happy with - However I was wondering about the use of fresnel in spec and diffuse Im looking at several render engines and games for reference and PDFs etc. I set up 2 fresnel effects now, one that lightens up…
I actually started getting a fairly decent aluminum using the color picker in the diffuse. I then took this color into PS, floded and added some noise and when I swap the texture into the diffuse channel, I lose all the anisotropy. I'm using a 2k color sheet. Two actually, one for the body, and one for the lens. I've been…
This project spiraled from a screw around 3d model in the middle of the night to what it is now. I decided to work on how my textures read. I believe this is called material definition but im not quite sure. The aim is to get metal that is not too worn and beat up but also not recently polished and of course worn leather.…
Hi all, I have just finished my latest creation the GMC CCKW 2.5 ton Vehicle. This is my first attempt at vehicle modeling as I am currently in the games industry as a 3D Environment Artist but I always strive to vary my portfolio work as much as possible. The stats for this piece are as follows: Main Truck Body --- 1 X 2k…
Long time no update, feels like work has taken over my life :sweat_smile: Alternative Outfit Ideas 'Humungus' Pyro Style Something in the direction of 'Mad World' - black and white even?! Or hand-painted diffuse, like Quake skins? Minimal Progress Since last update, I tweaked the model some. Tried different poses to get…
Don't bake them as diffuse. Bake them as normals. I had to combine a bunch of outsourced props that were spread over a bunch of (terribly thought out) texture atlases onto a single sheet. Bake the diffuse map and spec maps as diffuse (max specular bakes do not bake a specular color/power map), but bake the normal maps out…
I give my vote to Mari as well. It has pretty much everything you want from Photoshop and more. Also you can share layers across channels (Diffuse, Spec, etc) So you can use your diffuse as a base for your spec and if you edit your Diffuse it will update across every channel you are using it for. Lots of neat features. It…
Yes, gamma corrected textures(sorry I probably should have made that clearer). I cross checked the two materials, and the ONLY difference I could find between them is that the one that is correct looking had a "SRGB/Gamma corrected" diffuse map while the other diffusemap did not. The diffuse mean of the correct looking one…
I had this idea for a camera that would create a spec, diffuse, and normal of the object photographed. It would only work in total darkness because the flash would be adjusted for each map. The first flash would be normal lighting conditions to get the diffuse, the second flash would coinside with the second picture and be…
Hmmm - well I've gotten it working by applying the bump map to thte diffuse channel in high-poly model's material, then rendering both the normal map AND the diffuse channel to the low-poly... then switching the baked diffuse to the bump channel. The bump maps in MAX are nowhere near as detailed as the ones I have in…