The texture work on this launcher is looking really nice, the materials are maybe not reading as well for me as i think they could though. The metal parts all over look quite matte, like it's covered in soot or dust. Maybe this is intentional on your part with going for the painted look, but try pumping the spec up and see…
have a 3point light setup for my character but i am not happy with the results. I also have a SSS skin material applied to my character and i am unsure where to place the spec map in the SSS as in under my diffuse texture i am not getting the right effect. If you are on MSN messenger i would appreciate it if you could pm…
thanks vig, it's definately good advice. i'm getting worked up over things that aren't that important. and i will keep this in mind: "Construction shots - wire edges on a faceted model. Texture flats - Final Flats and Wire overlay to see UV layout." but i think i miscommunicated my post a little...it's not spec i have the…
Hi guys,forgive me if the title is not clear or if what I'll ask will be not clear...is just I am confused :poly136: So,while texturing a piece wich has to go in a standard not pbs game engine and previewing my work in max viewport using Xoliul shader,I decided out of curiosity to throw it into marmoset 2 to check how…
Hey Snader Thanks That is what I wanted but I think I kinda figure out Why it wasnt working. I did the same thing before plugging in the normals result to the fresnel normal but my display became pink and gave me a error. so I used your example adn started to rebuild my shader little by little how I wanted. So originally…
Added some filler props recycled from my prev. minienv. I'm still not convinced i'm doing everything right with reflections.. the glossiness channel gamma seems to match between substance and unity (but i'm not 100% sure) , but what's worrying is how bright is the spec color equivalent to metalness = 0 (checking channels…
working on some of the high tech areas of the scene. I started to just model out some random shapes, but it was taking too long, and I kept redoing things. So instead, I made a base material that i'll model off of, later i'll make additional specific textures for screen/lights/misc stuff I didn't think of. This way, I have…
Ok another update! I've put in trickling water for the stone wall material. Still tweaking how much is visible in the diffuse and the strength of the spec. I might try and make it look a little more frosty/frozen to suggest melting but also refreezing. Not sure how well that will read but I don't want the melted snow to…
karera, caseofchill - Thanks! Someone else mentioned this and I wanted the wood to come off as very smooth but I can see how at certain angles the metal spec may come off a bit strong, it's hard to judge right now without getting it into a FPV model and seeing how it would be lit and the intensity that the spec map would…
Thanks again for the comments! konstruct: Thanks!The choice of colour was decided to make the gypsy costume look thrown together, but I know what you mean, I have baked in some shadows. butt sahib:Cheers! I edited the ao as suggested and baked in some shadows from a skylight. It was tricky to get shadows from all those…