on question 1: this is down to energy conservation. because your reflective colour is purely blue, it removes any blue from the diffuse (which is white) which leaves green/red still being diffused, green + red = yellow. so you're seeing a yellow diffuse with blue reflection in the first image. in the second image, anything…
@Matt_Hjellen - Thanks and Yes! I will be adding details to the diffuse. @Makkon - Thanks man. I will dig through there :) So I did a lot of polish to the eyes. Started painting up the diffuse a bit on the clothes. No material work yet really. Just getting the diffuse where I like it. (Also rendered straight from marmoset…
an AO pass is the starting point for a LOT of diffuse maps, so even though you don't think you've seen them, you probably have but as one ingredient in a whole tasty diffuse cake :) It really kicks the diffuse even though you don't paint in higlights etc, having AO in the mix deepens the final image from being too washed…
I'll try and explain it as well as easily as I can, correct me if I make any mistakes guys, but remember I am generalizing. So, the lights aren't actually bouncing photons around the scene two times and then showing up in the camera, but this method approximates what that would look like and performs fast enough to be…
There is just a lot visual noise in the normals and diffuse that really counteract the details. Its the huge amount of what looks like ZB noise generation on the go in your sculpts, no matter how you affect the normal map you can't separate that noise from the details you sculpted. If you have the time / willpower to go…
@ Denny & toxic_h2o, Thanks kindly for attaching the images. The shaders were authored in PSpad and follow the Unity Shader Lab Surface Shader format and Nvidia CG. The complex surfaces are done in multiple passes with captures of the frame buffer used to create the reflection and refraction. They are both done with a…
Hello, if you got some time, can you try this code? - Original diffuse texture extension is not important. - Diffuse texture should be 'suffixless' or have the same suffix assigned in the script. (i.e. sword.tga or 'sword_DIFF.tga' if _DIFF is the desired suffix name). - Actual files must exist in the same diffuse texture…
Copy paste from old thread: check boxes to bake Diffuse / normal / AO in one go, maybe even the possibility to add custom slots where you could add you own map to render by default. Maybe there is a way to do it right now but I don't see any right now (I liked it in previous versions and kinda miss this). Just let me put a…
Not really, you still seem to have the same problems. The reflective areas like the chipped painted metal, and chrome areas are still much too bright in the diffuse map, and much too dull in the gloss. Metals reflect the majority of light that they receive (so they are very reflective, and not diffuse). Your diffuse…
Depends on the game engine you're working with, and the platform you're aiming for. Like, if it's for a mobile game, you'll just bake all lighting using the diffuse UVs and combine with the diffuse in Photoshop. But for PC or console, the shadow map will often be calculated at runtime. The GI map should probably be masking…