Update. Trying to finish this character in time for GDC on Friday! here's my progress I've made since my last update: * Finished modeling and sculpting. * normal maps are 95% complete * body diffuse is 90% complete * Armor Diffuse is 60% complete I'm using Unity 3d 3.5 to render and test my textures
yeah my first inclination is texture seam as well. I'm not sure where those bits are on your UVs but your diffuse is much brighter on the top than any of the little chunks that could be the bits on the top, so you're going to have issues there. Does this stay when you replace the diffuse with a pure white map?
thanks you very much. not really done with this, still want to make a pedestal and pose her but had to submit her in this state...hmm I forgot to include the stats its 3898 tris with 1x diffuse map...hmm just realised my diffuse might still be the wrong size(2048) so Im disqualified anyway
but very often amount of materials is related to amount of textures. (unless the engine internally optimizes for texture atlas useage to create bigger batches). in a regular engine you will get an extra draw call for every new texture you use. (not as in texture combinations diffuse/spec... for a material, but say your…
There's no reason why you can't add an extra "shaded" pass to this shader. You can do shaded passes in customlighting. You could just multiply your diffuse with the shader near the end. You could also integrate the same shader instructions into a diffuse pass. It won't have quite the same effect but will still work.
Are you using the lit render output or the diffuse output? Bc you should use the diffuse without any lighting information. Max shows you only the lit output in the render window. The other outputs will silently be written to the location you have set. Bc it shouldn't be necessary to deal with material illumination
The PBR shaders in Designer don't do tesselation yet. This means that with the PBR shaders the height will only drive the parallax effect : the other textures will be distorted based on height and perspective, but not your object silhouette. So if you only have an height map with no diffuse (or an uniform diffuse), you…
truth to that josh, i love them haz! I guess I'm the first sucker who has to follow up Haz's post :poly122: haha ohh... :( polys: 2837, textures: 1024body+512hair diffuse polys: 2148, texture: 512 diffuse polys: 12017, textures: 2048 diff/spec/normal
Thanks! The normal came out a bit strong so took it back a bit. Scratches will be done with diffuse and Specular mostly. I'd need a lot more subdivisions for proper scratches and my pc was already dying at this point :) I'll take it the normal stuff into consideration after checking the outcome with a diffuse /spec texture.
So I gather that if you want to create two materials - one dirty and one clean - then you may as well make a clean diffuse and dirty diffuse in Photoshop and import them into UDK. Rather than making a clean texture and grunge texture in PS and combining them in UDK. Thanking you kindly.