Hello, I am having a problem with seams in my normal map that I am creating for a rock. I cannot hide the seams where I cut my UVs because I want the rock to be able to be turned any way for using in an environment. My Current workflow is -Model and UV rock in Maya. -Bring model into Mudbox, and paint the diffuse using a…
Congrats @ThomCorfield looking good :+1: To push it further, could break up straight edges and detail silhouettes. Looking at pillars, shape could be widened towards bottom? Some grouts/ texture details read a bit too faint in my opinion and as a result, the structure visually becomes one continuous piece. Lighting-wise,…
That would depend on the color of your diffuse. If your diffuse is black then yes. The diffuse should operate as a clamp in such situations. Any color on the cube map that isn't brighter than the diffuse, shouldn't show. I.E. reflections should never darken anything further than the diffuse color. thats why chrome =…
Sorry for the time I took to reply and thank you all for the information provided, the post process solution did worked out, no more white artefact, yet since it is a dirty trick and i'm not too fond of dirty tricks I prefered to understand the problem and fix it inside the material. So I broke the links 1 by 1 until I…
So here's why the workflow i suggested before is a good idea, in my opinion (feel free to disagree): Currently the industry is going through a shift from one workflow to another. one of the great things about the new workflow is that it's possible to have a very efficient and streamlined way of approaching materials. I…
Hey to all, I was wondering if anyone had a good naming convention or terminology system I could use to name the ARGB channels in my Gloss map (and use them as Masks if desired) for artist friendly reasons. To give an example of what I mean: +Diffuse+ =Enable Diffuse Roughness (Oren-Nayar)? (User defines if they will use…
Regarding the texture creation process you might get some ideas by checking out the polycount wiki. I would start with the diffuse, then create a matching normal and specular last. Also, I would isolate a small testing environment, like a house? With the diffuse you could blow up the original texture to desired resolution,…
To simplify the process of creating a clean and smooth MatCap textures from arbitrary glazes examples, I am exploring different AI-based approaches, in particular Neural style transfer, StyleGAN and Stable Diffusion look the most promising to me. Here are the first results of my attempts to explain to Stable Diffusion that…
Yes, diffusely convolved cube maps are different from specular convolved ones. It works exactly the same as a specular exponent. A diffuse convolve is like using a spec exponent of one. So if you want to do your diffuse lighting and your specular lighting both with cube maps, you'll need two cube maps - one diffusely…
Metalness is a pretty complex map. It does a few things. First it's important to understand that almost every other material except for metal falls into a very small range of specular value ( in terms of real world measurements). Also metal has virtually no diffuse what so ever. So the metalness map was made to remove the…