In 1.7, I was able to export pbr spec gloss while working in metallic flow. I can't do that in 2.0. My options are to rework all the texturing to spec/gloss with the new pbr-spec-gloss shader (for some reason, existing layers doesn't auto update when i add in specular channels) or retool my shader nodes in blender to…
Man s620ex1 that was a really good and helpfull crit, thx for your time to write all that useful stuff jeje :3 . I have been playing around with the Normal and Spec maps to give it a little bit more of photorealism, I followed your advice and went to diferentiate the brick from the Soot trough the spec map (if I understood…
Nearing the finish line on this project, wanted to get some final feedback before I call it done for good. Im nearly done the diffuse then all I have left to do in the Spec map. Looking at Mike Puncekar's drawings of a few Mario characters got me inspired to model the Piranha Plant. His drawings here I've said this…
I'm texturing an armor and I'm having some issues, I'm currently trying to figure out the best workflow of how to do this quickly. Some say you should use the gloss map as a spec and then the specular map serves as the color of the specular light. I found this didn't work very well. Currently I'm using an albedo map for…
Hi, I’m a beginner learning 3D modeling for game development. I’ve created this model as practice and I’d really like feedback specifically on my topology. I want to understand: * Is my edge flow correct? * Is this model optimized for game use? * Are there any unnecessary edges or bad topology areas? I’d really appreciate…
@P442: Thanks I'll have some more renders of the garden soon, baking light maps is eating up a lot of time! Dragon maps updated - I normally just include the diffuse to show UV usage but it does look more complete with all of them out there. The dragon uses a combination of the spec and diffuse for it's spec / spec power.…
Hey, I also have the issue with the normal maps (like b1skit has I guess). what I do basicly is this; I set up my spec and normal maps also with terrainlayerweight nodes, like the tutorial does with the diffuse maps. I give these (layerweight-)nodes the same names as their difuse 'brothers'. I noticed this works fine up to…
put some bloom on that shit. lol jk. looks a lot better than last time i saw it. the jaggies are just form the edges of your models. I never got antialiasing to work in the unreal editor. I even tried over riding the settings through my video card settings and it still didnt work. the spec on the red parts of the door…
i didnt read through all that... i like your stuff looks solid. most potential lies in the spec. I think you didn't grasp the concept quite yet. The best tip on this i can give you is this: Think of the spec of a surface seen in glaring light. If you see this this in nature you will see that alot more detail is usually…
Hey! I don't know too much about fighting games, however during my search, I stumbled upon this guy Sodom and super liked his look: image source: https://capcom.fandom.com/wiki/Sodom Not sure yet about exact technique, leaning more towards low-spec, perhaps just hand painted. Target engine: Unity? Rigged and posed. As a…