Anyone know if ZBrush 4.0 can author 16 bit textures? Primarily diffuse. I know it can handle 16 bit alphas but no love so far with creating diffuse. :( Cheers in advance. -Dean
Character created for the Mixamo Challenge. 24.577 Tris 2048x2048 Diffuse, Normal, Specular and Glossines for the Body 512x512 Diffuse with alpha for the hair 512x512 Diffuse with alpha for the fur I've tried several renders to see what I get most satisfied. Render on Marmoset and CC on Photoshop Front and Back on UDK.…
Hey there, just a quick question. Is it possible to tile a bump or specular map differently than the diffuse channel? Every channel has a parameter to change the U and the V tiling, but they seem to follow the one I choose for the diffuse. Is there some setting I am missing? In most cases it makes sense that all your…
This will not tile well. Because of this dark spot on diffyse. You can try expanding the canvas size and copy the layer with diffuse 4 times and place it on the canvas. Then You will see how it tile and where it's very repetitive. Or just try to tile the diffuse on every engine or 3d app. for me colors and normals are…
it looks like your using the same texture for both the diffuse and opacity, ie the opacity is in the alpha of the diffuse texture? If thats the case try and save the alpha and the diffuse as two seperate textures. So you have a diffuse with no alpha, and the opacity map as a texture in its own right and load that into the…
Hand painted looking PBR assets or diffuse only hand painted assets? Hand painted terminology tends to get people thinking diffuse only (either by painting just the diffuse or baking normals, etc down to a diffuse and painting over). Also, yeah #2 is a bit old school. It's really cool when you figure it out. But it's super…
Can you please try creating a new Blinn shader and pick diffuse channel in the Diffuse Color slot and normal channel in Normal slot. Increase the Specular of the shader to .5 and set view mode to full. Now if you want to see the normal details only, create a GREY channel and pick it in Diffuse channel.
Shrew, play around with darkening your diffuse a lot and lighting up your specular equally. Metal's surface info is in the spec, not the diffuse -- a blade with no direct lighting will be dark and formless.
The Diffuse map is finished up. If u guys have any further suggestions on the Diffuse pls. let me know.:) Now i'm gonna start with the Spec and perhaps the Normal.
Hook your material's diffuse textures into the emissive slot and change the lighting model to MLM_unlit. Your material will ignore all lighting and display the diffuse texture (like in unlit mode).