In the case of those cars, if you really want to go high-end shaders for the carpaint, there is no way you're going to be using colored specmaps. It's WAY easier to just use greyscale masks and use RGB parameters to change specular and diffuse colors. Otherwise you end up with an RGB diffuse and an RGB spec for every…
I've been using the program for a while now and become pretty comfortable with it, except for one thing. I start my normals first for broad shapes but how do I manage details in diffuse and specular? For example i start with a main metal panel. I then make a small vent texture (normal,diffuse,spec) outside of this then…
I've got a fresh new version for you guys! 2.3! This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P What's new in version 2.3 -Changes: Specular and diffuse calculation combined -Changes: Removed "Custom Fresnel Ranges" for specular and rim terms -Changes: Reworked "Fresnel…
In Maya and Zbrush the Normalmap looks fine in my XNA - Applikation there are parts mirrored: //Deklaration und Initialisierung#define MaxBones 59 //setzt die Maximale Anzahl der verwendeten Bones festfloat4x4 Bones[MaxBones];float4x4 View;float4x4 Projection;float3 lightDir1 = float3(1,1,1);float3 lightDir2 =…
Ah yeah, I think it seems like I'm being stubborn :x But these were the specs given for this texture assignment - that I paint lighting coming from the top left into the diffuse, and have a normal map and spec map *shrug*. From here on out though (personal assignments where I do it my way xD), I will be painting…
I am almost 100% sure your normal maps are inverted on your model. Try flipping the green channel and check the viewport. On top of that your metal is looking like stone. This occurs when you try to put too much detail into the diffuse map. For the most part, diffuse on metal in a standard workflow as basic and low detail.…
Do any of these programs allow for painting on a separate UV channel than is being displayed? For instance, I want to paint a blend map for a large terrain (unique space - UV0), yet want to be able to have a visible idea of how it would look with the tiling diffuses (tiled planar map - UV1). Our in-engine shader uses the…
The first vertex ratio mesage is the error message I get when I forget to add a second uv channel. Are both channels assigned to the right thing in the editor (ie. Channel 1 > diffuse, channel 2 >lightmap)? Are your diffuse channel UVs the same as your lightmap channel UVs? If so, it may not be as easy to tell if your…
Been slacking and watching a lot of Batman lately instead of working on this. Got working on an update with closer to completion diffuse and normal maps, and experimenting with specular color with a test spec map. Changelog for this post: Added text to the diffuse, "Angelus Mortis" on his leg and the Oratio Dominica on the…
Nice paintin' skills tex. Durn-tootin'. /Spit *DING* Crits: - Too much lighting info in the diffuse. Specifically the highlights painted with what looks like one specific light source in mind. - Normal is missing info. No dents, dings, or noisy stone detail. - Spec is also your diffuse? Right now your diffuse works more…