Cheers. It's a modified version of the doubleshader we were supplied with. It's basically just had the strenth of the diffuse and spec lighting tweaked so the total value of those components equal 100 (the default version of the material has a total value of something like 340 so is very bright).
Hey guys this one of the few times I have posted. I really wanna say great job to everyone on their substances. I was wondering if I could get some help on coming up with the Diffuse/Albedo for the Asphalt. I am having a Little trouble in that area.
Guys i have been working on this issue as well and have been using a cloth modifier on a garment mesh then after is wraps onto the object i use a multires modifier to take the count down then use a cobweb diffuse and a mask or a 32 bit tga with a alpha channel
Hi guys, I've attempted to add more lighting but I'm still playing about with it, I'm planning on adding more yellow to the lights as well to give them more of a fluorescent look. I'm still working on the textures so certain parts are short of diffuse and spec maps.
You could make regular normal/diffuse/spec 2k maps using your first UV Set, then use a second UV set to add tiling detail textures (they don't need to be huge) that you'd blend on there with your shader, that's probably what I would do.
@ Robeomega: I must have overlooked that its supposed to be dark brown painted(not stained) wood. Ill be sure to tweak the diffuse and specular more. To be honest i haven't really worked on the wood at all I have mainly been working on the metal parts and the rocket. Reed
also modeled the inside/body so thats why polycount is a bit heavy even with the design being somewhat simply Diffuse Map for the attire and body had a different texture map since this was first attempt on PBR texturing still trying to get used to it anyways here ^^
Outline! Adds a little more definition to the objects. Would it be possible to use thick and thin lines depending on the objects view? For example put a slightly thinner outline on the object and a thicker one around the silhouette. Also agree about colouring the outline to match the objects diffuse colour
Doesn't look like there's much in the way of normal maps. Just simple gradients in the diffuse, you can make that in photoshop easily enough. Just paint the texture, and try laying your UVs on it. You can move the UVs around while looking for nice solutions in the viewport.
Have you seen the Witcher 2 and 3? BEHOLD THE NOISE. http://ps4games.ca/wp-content/uploads/2013/09/witch2a.jpg but yeah, maybe decent mipping would actually help with the overall noisiness. I'd just be careful of putting too much noise in the diffuse maps.