Shaders written and edited by me. Texture to the terrain standard shader, diffuse and Normal map (tile textures). Scene size 800 mb. Textures 1024 and down...
Great stuff guys. If I wasn't already over-committed then I'd jump on this. Any plans to include more advanced shaders? It looks diffuse-only at the moment.
It's likely due to projection distance. I usually disable diffusion and AA on my ID bakes when testing as it tends to reveal issues more readily that way
The Skin shader technique you're showing is a bit out of date. In UDK, there's a DX11 shader that does a similar result. All you need is the diffuse, norm, spec.
One of the easiest ways to tell if the image is underexposed is to add a grey card with a value of .125 diffuse in front of the camera. If it reads as 99,99,99 in PS that its exposed 'correctly'
Love the fish! Are you planning on adding spec/gloss or keeping it diffuse only? some tighter highlights could help define the wetness of the fish/roe subbed! :)
Yeah, there's a dirt blend shader in there for the interior, but looking back it isn't quite as powerful as I would have liked in the diffuse. I'll definitely go back and improve it :)
Ah, using the cubemap in specular channel only works with the image-based reflections in DX11 really, add the cubemap to your diffuse channel instead and control it with multiplys : ))
Eurgh, just did a total rebake of the weaver set components. Time to start rehashing diffuse variations based on Weaver's color pallet. Time to get cracking!