Basicaly what i wisht to obtain is this: With Arnold i have "diffuse reflactions" tab and vray Maya "diffuse texture", i try to use override mtl in vray 3ds max but without the desired result.
What are you trying to export? A normal map or Diffuse? Because your cracks don't export out in your Diffuse/Albedo unless you painted those in. Depth information gets baked and exported elsewhere.
What does the model look like in engine with a dark ish grey diffuse and a medium high spec and the normal map applied? There is something very wrong with the bake if that is the normal map applied to the diffuse in the lower picture.
Your alpha channel is affecting your diffuse. If you're using Max, just set the Alpha source under your Diffuse map dialogue to None (Opaque) and use the proper Opacity slot to control opacity.
Hey guys, On my recent project (a house), I need to have two diffuse maps, one for the roof and one for the rest. It will be rendered in UDK, and I don't know how to put two diffuse maps on my model in UDK. I appriciate any help. Thanks alot
I have some nice surface details on my sculpt, but i cant figure out how i could get some diffuse out of them.. heres a pic of what i mean: does anyone have any techniques to incorporate these in to the diffuse inside zbrush?
These look quite nice, I really like the floral tiles. I think the grout in the diffuse is a bit too noisy, though. Leave the detail in the spec and gloss and remove most of it from the diffuse.
Changes: -Redid lighting -A bunch of adjustments to the skin shader, still not quite happy with the look -Diffuse and specular adjustments on the face plate and body. Textures: Same as before (diffuse, spec, gloss, translucency)
For the metal looking like plastic : darken your diffuse, put the scratches in your specular, I recommend using a gloss map too, to give the shininess that "dirty" non-uniform metal diffusion.
I find making it entirely metal, entirely rough, and black diffuse works best. If it's 0% metal, you'll still get a little specular. But setting it to metal will use the black diffuse as the specular, and it'll just be a void.