I just tried textools rectify option and I can't really get it to work, at least in max 2012. Justin, the UV straightener is great but it expects uniform quads, it won't scale indiviadual quad's UVs but instead averages the quad sizes. Still some manual tweeking needed. You know how you were saying that all this stretching…
Color IDs are created per poly selection: Make a selection and add a material to that selection using whatever color you want and make sure the diffuse is set to 100% Continue making selections until your model is complete. To bake a color ID map you need to add (in the shader tree) a Diffuse Coefficient render output and…
Thanks The diffuse is dark because working with PBS means you treat the materials your recreating physically accurately. Metals typically don't have much, if any 'Diffuse' or albiedo information. I can't say for certain, but i would assume metal naturally doesn't have much pigment. In comparison to something like dirt, or…
It's a work around i started using when working on older engines where real time rendering engine isn't up to date to display spec/gloss maps properly. It is also sometimes useful on smaller objects to save texture memory or on objects in an area with static lighting. It's sort of an old school way of baking diffuse…
baked normal map can look great. normal map made from height map can also look really good. but diffuse turned straight into a normal map will usually give you results so poor that it's hard to justify using such method. it might actually work if diffuse is noiseless and homogeneous or if somehow things that stick out are…
I second Firith on the bad lighting. Check the Marmoset website they have a nice tutorial about lighting your character/asset. The normal map doesn't work at all. It looks like you just threw you diffuse in Crazybump and that was it. At least make a clean highpoly and bake it on your low to have nice edges and then…
You win, only complaint is your composition is broken with the large pumpkin being dead center. Fix it please - lol. Edit - To add the gradient to the tree you've got two main options. Use the second or third UV set, multiply a gradient using a texture coordinate specifically to the UV channel with a planar projection over…
You should make your edge wearing/scratches a lot darker, just slightly lighter than the metal, putting those very bright highlights only in the specular, not in the diffuse. The dark lines on the clip are also too dark, globally you have too much contrast in your diffuse I would say. Also try to use some brushed-metal…
When I work, if I'm going to make use of other maps, I plan ahead and model accordingly. If I'm going to be using spec and normal maps, then I'll use zbrush and give the sculpt a painterly flair to it. Once I have my high poly bakes, then I can create AO and Cavity maps that help set a framework for the diffuse. I've also…
Smaller update. Got past my Xnormal problem and finished (maybe) the baseboard model I was working on. Created a basic high poly in zbrush and overlayed another normal in PS to create the appearance of a rough wood surface. The diffuse was created by layering cavity and convexity maps over my basic wood texture and then…