This is awesome! I really want to get in on this (VFX). I just have a couple of questions, mainly about the maps. In the FAQ, it says Diffuse and Alpha only. I figure that means no flowmaps or other special maps of the sort. But what qualifies as a Diffuse or Alpha? Like let's say I have a mesh that uses a grayscale map to…
Textures done! Used the normal as a base to paint the diffuse, and then used the diffuse noise to paint the specular. I tried placing two tiles together, and it looks something like this: And this is how the texture looks, and the layers I used for it. I learned about this process from some link I found around. Pretty good…
Hey guys, haven't updated this in a while (was working on my demo reel). I've decided to clean up my textures to make my Environment more efficient. I've got here a diffuse I'm using on my huts: And as you can see I only require opacity map for the Roof and Fur piece, while the rest of this map is a waste of space: Is…
Thanks for your feedback everybody! I've been working on the material, and re-did most of it (about 30 layers worth), in hopes of improving it. Things I've improved: -made the paint more 'flaky' looking -Added grunge and grime -Hand painted the location of rust to improve believably -Made rust look more realistic and not…
You have some solid understanding of the basics, but you're really not using your normal/diffuse/spec maps efficiently together. I did a knife a lot like that here when I was trying to work out how to use normal/spec to get a good, appealing old metal. If you have any interest in how the maps/material settings looked, feel…
Not exactly. Lighting has 2 terms. Diffuse, and specular. The highlight is called spacular and its the reflection of the light source itself. This doesn't actually illuminate the scene. In Unreal, this can be made to be a long shape such as capsule. Then there is diffuse lighting, which is the actual light emitted from the…
I'm assuming you mean you want to make a normal map next to the big ass color and texture reference photoshop file. I would definately do that. Saves you a lot of work, but you have to be carefull with overlapping UV's. But I guess you know that. If you didn't mean that. This is what I do when I don't have to instance…
The diffuse feels a bit noisy - I wounder if you can't remove some of the high-frequency changes from the diffuse and rely upon the normal map to provide the details. The weathering feels a bit generic. Try to show where dirt and grime would accumulate, and how streams of water would cause the dirt to leave streaks. If you…
Hey man, I'm not experienced at all when it comes to portfolios, but there's a couple things you might want to fix on your rock. First of all I think you should make a normal map thats based on your diffuse, it looks much nicer that way. You could also bake your ambient occlusion and edge map (aka, a cavity map) in you…
@Kyetja Thanks! Yeah, I've gone back and remade the chair to give it more polys. I've been out of town all weekend so I'm hoping to get some more progress and screenshots out tonight if I have time. In regards to texturing, I was really on the fence for which direction to take this being stylized PBR or baking down to…