xvampire, I copied your xnormal example which created the following example. It caused my gloss map to go from blue to green. This leads me to believe the settings in your example are not the ones that are going to work for me? My previous cavity was white/black and that resulted in blue gloss. So, I adjusted brightness…
Thanks again EQ, these are great notes to come back to when texturing but I'm still a bit confused as to where to begin. Let me get this right first, you say using a sky light provides good quality lighting but isn't suitable for games because it's not capable of shadows? but then at the end of that first paragraph you say…
Still focusing on wood only, Ok, so my main point of reference has changed to that dagger example from Stephen. Here is where I am right now, can anyone help me understand why I'm not getting any definition? I couldn't slot my AO map in marmoset, it wouldn't let me and in Stephen's example (as I've shown at bottom of this…
No, please do keep telling me these things even if you don't think I've not got to them yet. Good to know ahead of time, otherwise it's good to keep drilling these 'rules' into me. I keep seeing contradictions so the more I see something being brought up the more I know to follow it directly. For example, you say cracks…
Ok, so I only found out about PBR recently and have been reading up on it and watched videos. Obviously, best way to learn it is to just do it. I've just finished an asset, I started to hand paint parts of it and was thinking about going to photoreal for the purpose of PBR but I'm tempted to try it out with hand painted.…
Thanks for your thoughts everyone. 1) I'm using an example by Andrew Maximov who did a PBR gun in Marmoset. It's surprising to hear some of you say that gloss should just be flat colours? Here is what Andrew did for his gloss map; 2)Make sure to have AO maps? I keep reading again and again that PBR does't use AO maps…
The example you have there is a camera which has parts of painted metal. The variation in the cracks that you mention is because those are areas where the paint has chipped off and is revealing metal underneath. However in your case your chipped rock just reveals more rock so it should still be the same. In regards to the…
I feel like perhaps now is not a great time to tell you that spec should probably be flatter values. why would it be more reflective or less reflective in cracks? It's all the same stone material. I still like the spec method because it gives me more control when something just isn't looking right or I'm trying to make…
Thanks again, Looked up the info on lighting, I'm still confused but hopefully I'll figure it out. I feel like Skylighting is what I'm after as opposed to dynamic lighting. It says the only drawback is that the lighting is baked in, not quite sure how that would be a problem for this as I only intend to use it as a static…
To clarify, IBL alone is typically not a good solution for lighting in games (though it can be in offline renderers which do full on ray-traced radiosity which means you get shadows from ibl). Most modern game engines do something like this: Base IBL for the sky/clouds Local IBL that is generated from the actual level…