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Re: Sketchbook: Veritasx5
Reply by
Veritasx5
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Apr 2012
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Digital Sketchbooks
I do, especially after I finish painting the diffuse color layer. Thanks for the complement! I'll keep working at it. :)
Re: Victorian portrait
Reply by
Saman
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Jan 2015
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3D Art Showcase & Critiques
I really love this. I thought it was hand-painted diffuse-only at first! Thanks for sharing your hair tips ;)
Re: WIP:Metal Box of Waste
Reply by
Animesh
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Feb 2013
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3D Art Showcase & Critiques
update after following along with the tutorial I mentioned earlier. This is the box with all maps applied. (Specular, Normal and diffuse.)
Re: unity shader Q, flashing one object?
Reply by
r_fletch_r
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Apr 2012
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Unity
are you using renderer.material? that works on a per object basis. I'm doing something similar but with the diffuse channel and it works fine.
Re: Tiling Rock Texture
Reply by
Scampbell
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Sep 2011
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3D Art Showcase & Critiques
i like them, i think they would look awesome if they were in the spec map and not diffuse. that might look cool
Re: First photogrammetry test
Reply by
ANıL İŞBİLİR
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Mar 2016
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3D Art Showcase & Critiques
Thanks, 8k textures, I'll probably set them to 4k, at least the diffuse map. 2350 triangles, without tessellation on.
2 results
Re: XanthV - Sketchbook
Reply by
billymcguffin
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Sep 2013
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3D Art Showcase & Critiques
On the wood of the barrel the spec shouldn't be brown. Having the spec the same color as the diffuse will cause the material to look like a metal.
2 results
Re: Puss in Heavy-Metal Boots
Reply by
Bigjohn
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Oct 2012
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3D Art Showcase & Critiques
Thanks for the advice. I had it closer to what you suggest originally, it's actually just the diffuse. I'll try that again.
3 results
Re: [Portfolio] Beau Lamb, game artist
Reply by
beaulamb1992
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Aug 2012
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3D Art Showcase & Critiques
@nathanbarrett Ahh cool, ill try that out :D Ooo sorry, heres the textures for the window. Diffuse Spec NRM
Re: Subsurface scattering effect
Reply by
Lucidrapture
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Jun 2016
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Unity
https://github.com/larsbertram69/Lux-2.01 This free shader collection/framework could accomplish that using Translucency/Diffuse Scattering
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