The mask, in this case, could be an SSS mask to dictate where the shader applies a sub-surface effect. Or a facial hair mask/etc. If the diffuse texture had an alpha channel(which it wouldn't for this purpose as it would destroy mipping) then it wouldn't be masking inside the bounds of the texture but, around it. If that…
Never multiply normal map onto your diffuse: a normal map is meant to be by itself (or maybe coupled with a height map to visualise high-frequency details, but nothing else). If you want, you can either multiply your AO map on top of your diffuse, or if you have a dedicated slot for AO maps like Marmoset Toolbag 2,…
I am trying to render my diffuse + FG from high poly model ( it is wall with windows etc ) to low poly model and this low poly is simple plane. I know in 3ds max people render stuff like this, they use sky light and they just bake FG + diffuse from high poly to low poly. Thanks for help in advance. Cheers!
I've been out of it for a bit so I'm starting to get into pbr as well. So hopefully someone can answer my question, what are the differences between an albedo and a diffuse? Before I used to used a Diffuse, Spec and Normal and now that you use albedos and roughness maps, how would I go about transitioning into that…
I Made an ARTSTATION page :) take a look and feel free to add me : http://www.artstation.com/artist/TomDelboo Here's another handpainted piece. From own concept to rigged and skinned model In the meantime I was also making another character for a game-project. This is a WIP from now (diffuse is not finished yet) Only…
Hey Snader, thanks so much for the feedback! The small details (shortcuts as you pointed out) I intend to handle in the diffuse. Right now, all I've handled in the diffuse is blocking in major colors. As for the poly distribution, I think you're totally right in those areas. I will revisit them before I move on to adding…
The bat need more details in the wood to metal plate transistions. It could be made in the diffuse using darker lines around the plates. Also use a less uniform specular on the metal and more distinctive scratches might help read better. Dont over-estimate the normal map, the diffuse often need its quantity of details to…
If this is for game, using one map for diffuse when it comes to props is the way to go. More maps means more drawcalls and more drawcalls is the very cock-cheese of satan. So only use more maps if the desired effect is not achievable with the maps you already have. It usually goes Diffuse, Normal, Specular and Gloss for…
yeah that looks like a flipped channel or something. Marmoset uses the default from XN. Also, make sure you have both a diffuse and normals texture loaded, if not it may do all sorts of crazy stuff(just create a flat dark grey texture for the diffuse). Also if you want to, upload your obj + textures and i'll take a look at…
I like the direction this is going. Great looking normals and textures so far. For refinements, I think the hair could use some more clumping drawn into the diffuse. The metal bits need to be greatly darkened in the diffuse(think gun metal) so that the spec can do its job, and id push the spec up on the edges a bit more…