The reddenng is due to texture compression and your flat smooth color diffuse. The blue and green arent matching the red exactly so when you multiply the difference becomes exaggerated. If your diffuse map is more varried you won't see the shift.
Quick Follow up for the texture maps i used. I use 1x 1024 Diffuse and 1 x 1024 Normal, 5 x 512 Diffuse Map, 5 x 512 Normal Map and 1 x 512 Specular map
pretty much any mask you can put in alpha channel which is black and white. Just take ID map, diffuse, whatever, make the grating white and the background black and put in alpha channel of diffuse and youre done.
I did that, but I feel my diffuse has some light information in the bake. Can't share the real stuff coz I'm not allowed to share it. :( Any ways to eliminate max lighting completely or to bake just the flat diffuse?
Okaaay ! One more and last question : How can you blend multiples (more than 2) diffuse maps? Because I can only add 2 diffuse maps. (Sorry for these questions, i'm starting to learn CryEngine)
Any examples of this working well? it seems totally bogus, for spec to replicate ambient you'd need to make it increadably blurry. Blurry spec = diffuse shading. So why not just bake it into the Diffuse and use the spec for what its intended for.
This is only the DIFFUSE MAP :) . I finished about 75% of the diffuse map, just a little bit more to go. :) The White paint will be more worn off looking tomorrow :) What do u guys think of it, upon till now?
The newest version of Arnold/MaxtoA (needs to be updated manually) bakes alpha and diffuse just fine via RTT in Max 2019. No normals, though, so those would have to be rendered via diffuse and object space for the time being.
On my phone, i'll say more later, but you only show diffuse and normal content in your breakdowns. Where's your metalness, Gloss/Roughness, AO? Also technically the color content for pbr engines is referred to as Albedo, not diffuse.
Greetings everybody, I have some questions regarding to Arch & Design material (3ds max with mental ray) - the main issue is that render results appearing to be too glossy in comparison with what I see in texturing programs (mostly Substance Painter, though I have pretty similar case with 3D Coat). It seems like material…