Ok, I think I understand what you're saying. Do you think it's the roughness/metalness I need to continue and tweak, or the diffuse, or all? Any tips or tricks to give? I'm still learning, so please enlighten me on how I could make this more realistic. And thank you for the critique, it's much appreciated :)
to present and check them like a real time engine you should use a shader for that. anything else will just fool you. the tangent and binormals are always presented wrongly. i can post some tiny shaders for directx9 or nitrous directx 11 if you want :) only a small shader to check normals with or without diffuse map
I fixed the vertex normals but I'm still getting ugly shadows. I noticed it looks like it might have to do with the subsurface scattering because when I adjust that value, the shaded areas change, but even when I multiply my diffuse texture with a light color for the ss the shadows still come out this dark.
I painted my zbrush uved meshes in polypaint 3.5 and the exported maps for baking in max transferred straight over to my decimated zbrush uved high poly references in max. All maps 2048. Normals Occlusion which some of you guys here helped out on,... thanks again! Diffuse Specular colour
The colours and values in a lot of the spec maps are questionable. These rocks for example, the spec makes them look more metallic than they should because they have a coloured spec.... rocks don't have that. I think a lot of people will have to end up tweaking them for their target engine or just make one from the diffuse…
hey guys back with a big update. I've textured most of all the diffuse textures and did some spec for a few props. I still have to go back and refine all of them. I've made a much of notes that you can see what i'll be fixing up. I hope to finish this set by the end of the week !
My portion is almost exclusively on Bodypaint and how I use it in conjunction with Max, for both old school painted textures, as well as next gen diffuse textures. However last time I had on hand a C4D expert from Maxon who could answer the more specific questions I didn't know about.
Nah, I only have it loaded in max(no dropbox), but that would not make sense. I have this problem with the spectexture, but the diffuse and normals are similarly loaded and do save out fine. However I did notice that resaving the psd with a different name and then running the quicktgapsd save it also does the same thing,…
small update so i dont lose track just been farking around with the diffuse and specular, seeing if i can get a nice effect with the forearms first also still working on the high poly in Z, ill fix up those hands and beef up the thighs a little like you guys suggested
Awesome Trainfender thanks for posting those. With that branch diffuse, did you use a photo ref, or model and texture the branches/leaves and then render out a flat ortho view to use as a texture on the alpha cards? The characters looking good, I love how the clothing on the upper body has a real sense of thickness, for…