Short of if is Groups define materials on sets of faces. Materials are pretty simple, old fashioned diffuse/spec. Smoothing is hard edges. Normals is custom vertex normals.
based around a bunch of different machines I needed to make one for a slaughter warehouse. This is going to be duplicated a lot haha. 561 polygons 1024 x diffuse 512x spec 512xx normal Wireframe:
Is there any way to have a packed PSD, so a diffuse spec gloss normal each packed to a channel to come into substance painter unpacked and each texture available in resource view or does it always collapse ?
Hello,been a long time since i posted but heres something i bgean a few days ago. 1399 polys and 2k's for normal,diffuse and specular. Any suggestions on how to improve this appreciated.
im trying to figure out the best way to make a height map (not for terrain) its for a modular building, i already have a diffuse texture map thank you!!!!!!!!!
Hello polycount! I made cartoony security camera for some practice. I plan to make a low-poly, normal map, diffuse and maybe a specular. Here's my high-poly. Crits appreciated!
Okay, so I know the traditional type uses Diffuse, specular, reflection, gloss etc. etc. I want to know what kind of maps does PBR system use and how to create those?. Thanks!
Still WIP. Focus is primarily to push the colour values in skin tones. Just a simple Normal/Spec/Diffuse with a ramp shader with a Scanline render. Crits n comments plz!
Hi Everyone. This My new Handpaint Game-Asset. Software : Blender 2.90 - Single Diffuse Texture Map. I love Handpainr :) Tezture Size & Format : 1024x1024px. - .tga Polycount : Tris:2.234, Verts : .1.322