So, decided to make similar thread to the how you model dem shapes, but for materials and texturing. For example if you are trying to make a material that has copper and brass, you just post your reference pics and what you go so far with the flats and we can try give tips on how to achieve the look you want. You guys can…
In regards to my above posts to make it simpler to answer: What base values for specular and gloss should I be using to represent the "matte paint" of Armored Vehicles in Photoshop? Materials are typically Rolled Steel Plate, Casted Steel underneath the paint for example.
That's the thing. For example, this dude makes a MOP material in vray http://viscorbel.com/creating-mother-of-pearl-material-with-vray/ But he uses like a mix of 3 materials blended together, which all use anisotropic spec and each has a diferent rotation angle and colored spec, so, its a bit hard to do something like this.
Someone can give some tips how to set proper worn bluing metal on spec-gloss workflow? Here is example ("damages on edges") So in my opinion these edges should be slightly visible on diffuse/albedo, white (well, not full white) on specular, and dark on gloss. I have tested it many times, but I would like to know what do…
First of all, awesome idea for a thread, will be following this for sure. Now, on the MOP subject, can't you hack the effect with some simple shader math? For our current game, while we could technically use colored spec, in order to save on texture memory and lookups we ended up multiplying the specular with the albedo to…
The paint itself on most ww2 tanks is a matte finish with what I assume is high specular low gloss. Generally I've stuck to greyscale spec maps but always wondered if I should put some color into them. The gloss tends to be pretty dark when ive done them. Here is some reference to give you an idea Pedro.…
i don't know if anyone replied to the question about Velcro but I stumbled a crossed a method while just screwing around in photoshop. all I did was select the patch of texture I wanted the velcro on and applied a monochrome noise to the R/G channels individually, then normalized the working layer in Nvidia tools. creates…
I feel like that was kind of a confusing explanation, though it does have some good points (and maybe some inaccuracies? some things I couldn't quite make sense of some stuff from the wording). There's a few key bits of physics at play. Absorption, refraction, reflection, transmission are the most important in the context…
The same way you would anything else. Main differences will be in the gloss. Lower (rougher) values for where it gets scraped and worn I would think, and higher where there are oils/fluids. This shot is with a constant spec value, no texture. I realized shortly after posting the above images that an aggressive spec doesn't…