Essentially the albedo will only impact metals defined by the metalness texture. If the metal is blue-ish this reflection is influenced by the albedo, but only in color. However, the surrounding environment and lighting has the most influence on what is reflected of course. "Albedo is the base color input, commonly known…
Watch this video that details PBR: https://www.youtube.com/watch?v=LNwMJeWFr0U and https://www.youtube.com/watch?v=Tt30zzBQb3w There are two main forms of PBR, Metalness and Specular Workflows. Metalness is used more frequently. Albedo: Essentially this is your diffuse. This defines the base color of your object without…
This is part of the reason why I wanted you to follow Millenia's videos to the T. He goes over sub div modeling and talks about support edges. To retain quads, delete all edges that are not defining the door, window, etc. Add edge loops near each vert. Merge the edge with the vert nearest. Add edges to support definition…
@CodeferBlue a highpoly will, in this cas, not giv you a much better AO, since the highpoly is pretty much the same as the low poly. But think about it this way, say youre making a weapon (a sword maybe). All the little cuts and details will need a bit of shadow, edge highlight and a normal too. that's wehere the baking…
All objects need a normal map. Do they need high poly detail baked down? That is based upon certain circumstances. I would say you do not really need a defined normal map for the bookmark but it would not hurt. Same goes for AO. Edge padding should be done in xNormal. However, after the fact you can open your completed…
That is normal? Well, now that I look at it, it does look fine. I don't know if it's just me, but I feel that this normal map is a little less defined than my previous one. Is there anyway I can alter the intensity of this normal map? Or Is changing the high poly the only way to do that? "Thanks for playing Injustice and…
Phew, thought you abandoned this discussion :pensive: Thanks for the vids, I will be watching them. Even though I've ran into those vids before, I haven't made a proper effort in watching them. I will do now. :) I've made bookmarks of all the vids you've requested me to watch. Keep the helpful information coming, can't get…
If you want to increase the strength of the normal map, a quick way is open it in Photoshop, duplicate the layer, and set the duped layer to overlay. It will double the strength. Do not go too crazy or it will look jacked up. Edge padding is for mip mapping, or more specifically to fix the issues caused from mip maps. When…
Okay. The iron tool isn't a 3ds max deafult tool. It's part of a set of UV mapping tools all tucked neatly within a plugin called Tex Tools. It's really good, so I'll get it and see what I can do. Also, yeah you're right about the thickness of the roof, but don't ya think the peaks and valleys are a bit too smooth in that…
Thanks a lot. Most of that I knew but it definitely shed some light sub div modelling. Unfortunately that doesn't directly help me out, I think I'll have another go at trying to create better topology for the model. Any and all help would be very well appreciated.