Thanks guys ! When this shader will be finished I will released it yes. So a little update on this : Without Color Ramp : With Color Ramp : With Color Ramp and Shadows : Ambient lighting only : I've added ambient term using cubemap ( same technique as valve ). Added ambient scattering ( experimental ). Added AO. ( not sure…
Grimm_Wrecking has the right idea. work just the gloss more if you don't want it worn down any more than it is now. those slight oily highlight warps are essential for making cleanish things. the wood is looking a lot better but along with more gloss work, properly representing how they made the wood parts for many of…
Hey everyone, thanks for the feedback! I still haven't had a chance to make the spec map. I spent this morning trying to redo the normal map to optimize the mesh and fighting with the AO map. The horizontal beam on the door has some AO that was rendered in max, the rest of the AO was made from the normal map. Ignore the…
Hey Dannny, you have all the parts to create a decent game asset and it’s a good first attempt. The model isn't bad but it’s nothing amazing your texture maps are really going to make it look game worthy so take some time on them. The first thing you should adjust is your UV maps make sure you have good resolution across…
roughness is an average over an area so there's no correct value for a surface without taking that into account. measuring roughess and translating it into something that matches your specular model is probably all but impossible as such - as a surface gets further away from the viewer, progressively larger changes in…
The title is pretty self explanatory I think, but please allow me to elaborate. Has anyone managed to get any kind of a pipeline working between the Quixel Suite, specifically DDO, and Blender's cycles renderer and if so how? I'm very interested due wanting to create PBR materials with the Suite and bringing them into…
Sort of off topic here, but people seem to think adding alpha is free, the truth of the matter is that a a compressed 1024x1024 with alpha is the same size as a compressed 1024x2048 without alpha, so adding alpha doubles the size of your diffuse texture. So really, in virtually every case, if you need some details with…
Fucking awesome. + What Teejay said. Although i no longer play the game, it is still very special to me and i love it when this sort of stuff gets put out. It really is a testament to their skill and production values. Although there is obviously post, FX and all that jazz, blizzard continue to show what you can do with…
Thanks guys above for responding. Pyrant: Thanks for the complement. Yeah your right the hands and feet are a bit small after looking at real life images, I will keep this in mind in the future I think it was partly to working off my own concept art (Below) which wasn't very anatomically correct to start with. Low Odor:…
+1 on it being a bit slow as well. I'm currently using Blender in a diffuse-only pipeline and it's not terribly quick. Reflective surfaces in particular are killer. However, it's best I find with baking in Blender to do a 2-8x oversize map and downscale as you said to get AA, but also take that into account with your…