Try this little experiment Incomitatum. In photoshop, take the layer that has your flesh tones in it, and duplicate it. Now hit ctrl+I to invert it. Notice it turns a bluish colour? Using the opposite colour of your diffuse map will produce grey/white specular highlights, without adding more colour saturation. Set this…
just try stuff out, and use layers for it. you can try everything you want, but do it on a new layer, so you can delete or hide it any time u want to see if what u did was an improvement or not. thats just a little tip in general i can give you for better workflow. but dont worry, as long as you are open to try stuff out…
maybe worded that a bit wrong. with layers I just meant, how the material is built in real life. You should see it this way, like with carpaint there is bottom layer with a certain specular (the scales), and a top layer wich is a sort of coating wich is very glossy/reflective and gives it that distinct look. You can't…
When I use Substance Painter, I always put any layers with a generator mask inside a group which I then put a mask on that I paint back some of the noise manually. I'm by no means a Substance Painter expert but I took a quick stab at making a clean but worn material inside substance. There's a dirt layer to fill in the…
you can actually have the same layering functionality as photoshop in max for your shader using the composite map, and alot quicker. 1. assign the base normal to layer 1 in the composite map 2. create a new layer and assign your map you want to overlay on the base map to layer 2 in the composite map 3. switch the blending…
Thanks guys for the replies! I'll work on the tower later today. The reason it is appearing like this atm is that the tower isn't unwrapped yet and so, doesn't even have a texture map. Sander, that link is awesome. I started working on the contrast this morning. It's not even close to be done yet, but just adding some…
:) Good call Eric. I was trying to find an "all ps" way of doing it. Also I think some games still wind up using a cubemap for a skybox, or at least for reflections. Especially if they're not in the photo-real PBR Category of art direction, so its still important to be able to make a decent cube map. ANyhow, I got some…
The hero drone's main part is the core which contains most of the electronics and the batteries. By itself it's not capable of moving so it needs to be attached to one of the modular engines. Currently only aerial modules are implemented but later I want to make some ground units as well. This is the drone with the…
Well, in presenting your work for others to see, I was under the impression that it was customary to show others (especially potential employers) how you made/managed your textures. These are not examples of my current work, as I have learned more about texture creation and UV space management. However, these are some of…
Hey Everyone! I am happy to announce my blended material shader for Marmoset Toolbag 3 has been released! You can find the link to the shaders on Gumroad here. The downloadable zip contains shader extensions allowing for 3 layer material blending on your existing Toolbag 3 shaders. Inside you will find two PBR shaders one…