Hey cluster im glad you like it. Here are the maps i have just diffuse and normal for now need to make a specular map still but ill make one later on once i have all my models done and imported in engine.
Ah ok, I've only made one variant of grass model with one diffuse texture. Also, how would I go about making it look better from above? When looking down on the grass it's just a bunch of Xs on the ground :L
Hi, the skin will shade like everything else in the viewport for now but an SSS shader is in the works. However the materials I am working on currently will export all necessary maps for SSS setups in offline renderers as well as a diffuse for real-time solutions. Regards, Billy.
Yeah, as long as you don't add the AO to the diffuse and for example add it to the AO slot in unreal or marmoset it should be fine. It would probably be best to bake it in the most open position it will be in in so the AO bake will be as accurate as possible (if the lid is closed no one will see the interior).
here's an updated version of my guy.. only had time to make some new maps tonight: refined diffuse, added emissive, and specular maps.. using the 3 point light shader to show them in real time-- hope that's legal in terms of presentation..
3dsmax could do both. To bake color, you can bake a "diffuse map". Normal can be baked just as it is, the data will be transferred nicely, at least it used to do it, I've done it many times in the past. However, Mikk tangent space isn't supported.
and if you don't have the extra map for texturespace reasons (though it could be the same normals for all eyes in the game) then just bake out the normalmap for the cornea bending out to build the specular, and flip the green channel for the iris bending inwards to create the diffuse shading.
I make alot of use of adjustment layers in PS as they can be put over the whole layer stack. It also helps to finish a base diffuse on all involving props and then move on to more details. But from what I understand you already sort of do that.
Here this is vas they iz talking aboot: http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html http://www.chrisalbeluhn.com/UDK_Mesh_Paint_Tutorial.html Another one: http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html Also, same idea, but you can do the same for the diffuse texture:[ame]…
You will never get "exact" results because 3DO and Unreal do not render things in the same way. The correct way to set up your textures in Unreal is as follows Diffuse / Albedo - SRGB checked ON Spec, Roughness, AO, etc. - SRGB checked OFF