Finally got time do clean the rig up and get some final renders. Software used: 3dsmax, ZBrush, Marvelous Designer, xNormal, Substance Designer & Painter, UE4 Textures: Body - Diffuse / Normal / Metallic / Roughness / AO Accessories - Diffuse / Normal / Metallic / Roughness / AO Head - Diffuse / Normal / Roughness / AO…
Should have said, the lerps on the left aren't doing anything, just there to show the outputs from each channel of my AO/metal/rough map (Not sure if there's a different node I could have used). There is certainly more of a range in the metalness map than I would expect, but that's how it came out of Substance Designer so…
Looking nice mate, good progress :) A quick suggestion for the helmet is to give it a simple 2 tone on the panels, nothing crazy, just a slightly darker diffuse or some such, maybe along that band type panel that runs up from the ears over the head. Nice way to break up all that shiny metal ;)
At work atm so I can't post a pic but it's a very basic setup: 1 rgb into diffuse slot 1 rgb for (r) AO / (g) metallic / (b) roughness into their respective slots. 1 rgb into normal slot Reflection capture nearby. And yeah, in SD I had PBR metallic/roughness for the outputs then flipped my metallic map IIRC. I tried all…
Tried turning off sRGB which helped to some extent but things were still well out. I then tried what the OP in the thread I posted earlier was doing; lerp between 0.35 and 1.35 using the roughness as the mask and plugged that into the roughness input. It's certainly better though I'm surprised that this needs doing as I…