And some diffuse maps. I would show the normals and speculars, but they are all so blatantly derived from the diffuse that it really serves no purpose. Cannon: Gun rack: Spoceanfarer:
And here's a new update, still have to redefine the materials in the diffuse and add the specular map but I'm nearly there. 1024x1024 diffuse/alpha for now and nearly 7500 tris as requested
First pass on fridge prop, Lebowski rug, color variation added to brick diffuse, more grunge on pizza boxes, tweaked sofa diffuse and spec and new lighting.
Really nice work:) Noticed one thing, your flat diffuse render of the battle scene is linked to the wireframe render... and I really wanted to see the diffuse render:)
[ QUOTE ] Very nice! I like the outdoor lighting... How are you doing it? Ambient diffuse cubemap or PRT? [/ QUOTE ] Diffuse and specular cubemaps from HDR panoramas.
I would imagine it would be easier to just include the specular tiles for the slimy parts than to bake into the diffuse tiles. Not every piece of the environment has to be diffuse only.
What you are seeing is probably ue4s change to the disney diffuse model instead of lambert. "New: Switched diffuse shading model from Lambert to energy conserving Burley."
I cant find the transparency slot and the albedo alpha box :( ... and in the diffusion channel there is unlit,lambertian and other channels. There is a transparency slot in the skin diffuse channel but it didnt work
for obj in selection do (( int $.i = $.material.materialList.count; if ($.i) do for mat in $.material.materialList do $.diffuse = color 255 255 255 $.ambient = color 255 255 255else ( $.diffuse = color 255 255 255 $.ambient = color 255 255 255 ) )) Absolute noob here with absolute noob question: Why is this not working?…