Thanks for all the feedback guys! Ged: Thanks for the advice. I was just using one of the default cubemaps in UDK. I switched to a sky one, but it didn't look right, so I eventually switched back to the one that was on there to begin with. Any idea what a cubemap for a studio setup should look like? ParoXum: Hey thanks for…
Your spec map needs more detail then just white for metal, and black for rust. The only way to get metal to look right is through your spec map, and with unique details in your spec map. Look up some of Racers texturing tutorials, the tank texturing tutorial on 3D Motive, and the knife tutorial posted here a few weeks ago.…
Okay, so here's the first screen with Xoliul shader and gloass/spec for the chassis. Also added some more rusted areas to the diffuse. The wheels currently don't have neither spec nor gloss map. Next steps: Adding spec and gloss map to the wheels and tweaking all the spec and gloss textures from every part. And finally…
Spec, spec, and more spec. Most material definition comes from it's specular properties and metal is no different. Adding details to the spec that are barely in or not included in the diffuse at all is a good way to sell metal. Depending on the type of metal, adding a cubemap reflection will go a long way as well. Refer to…
It seems like you're coming to some strange conclusions here based on a variety of sources with incomplete information. I would recommend reading the tutorials we wrote for Marmoset Toolbag 2, which cover general PBR theories as well the differences between the specular and metalness workflows:…
Jarkis, Ronald - Thanks! :D I painted the diffuse - used Hazardous' method of layering up custom brushes. I added a metal photo overlay in the spec map though (tip I picked up from my friend and fellow pcer burtonyang). Glad to hear it's working. Speaking of textures, I forgot to upload my flats, so here they are atm:…
Make your diffuse as your normally would, do a quick spec map just to control the general spec of things and apply it to a standard material(tweak as you see fit). Set up your lighting so you get shadows/spec that you like and just bake out a complete map with render to texture. ... or just do it in a bunch of different…
Overall a very good prop, now that you've made the texture size somewhat reasonable. More spec on the paint, more spec on the metal. Dumpster paint is somewhat glossy, the whole thing needs a sheen -- to separate the materials, the metal should be brighter and most likely a different color. Also put that wear into your…
this differences can come through the metall/rough vs spec/gloss in TB.If youve choosen this at the end. check your Fresnel value in Spec Gloss.If you disable Fresnel in spec gloss youre result should look the same. strange behaviour on first sight. metalls have fresnel too (complex fresnel curve/colored). spec gloss…
So instead of cluttering up the "What are you working on thread" some more, I figured I should probably start my own thread and try to keep things a little more organized. <font color="orange">Rules/Constrains/Requirements:</font> - Mostly adhere to game specs with one exception for the particle effects. - Character: 5,000…