I've just ventured into the world of foliage: for the cards I modeled leaves and branches, rendered out a diffuse, then applied a material with NormalTexMap in the diffuse and rendered out the normal map.
And here's a new update, still have to redefine the materials in the diffuse and add the specular map but I'm nearly there. 1024x1024 diffuse/alpha for now and nearly 7500 tris as requested
[ QUOTE ] Very nice! I like the outdoor lighting... How are you doing it? Ambient diffuse cubemap or PRT? [/ QUOTE ] Diffuse and specular cubemaps from HDR panoramas.
I think you can do that only by eyeballing it and checking its settings in Zbrush/Materials tab. It's not that complicated I believe it should be just basic Arnold Standard material with Diffuse - Pure white + Roughness adjusted close visually to the Zbrush. The rest is really basic stuff. The only thing probably that is…
I have some rocks I made that have stretched UVs. the normal map looks fine stretched the diffuse does not. Is there some way to set the coordinates on the diffuse so that they don't use the default uvs but instead tile uniformily?
Totally unrelated subject-matter. BUT... Since I know that I will be heavily relying in 3D in this project. I wanted to create a small scene that will focus on how efficient I will be utilizing 3D while the focus is exploration and less on asset creation. Common challenge in utilizing 3D is it get's fairly technical if you…
You have too much lighting information baked into your diffuse map. The normal map is there to light the texture, adding light to the diffuse just makes your final scene lighting inconsistent
You could also multiply that alpha channel with your diffuse if you want some color in there, though your mileage will vary depending on how you've got your diffuse set up.
This shit is amazing! Though, I feel like the diffuse doesn't do it justice.It might be the AO you used for diffuse but something is off with the texture imo BUT that sculpt was fkn BOSS!