Differences between metalness and spec covered here: http://www.marmoset.co/toolbag/learn/pbr-conversion More pbr stuff: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
Low poly WIP: First time using a cage to bake, and it seems to be off in some places. Also, need to correct the waviness on the trim areas. The color and spec textures are just to get an idea of where I'm headed.
It should be a black and white image, black being the area that's transparent and white being the area that's opaque. In terms of what you're experiencing, could you show me your system specs, Suite version, and PS version?
They use Spec maps, Normal maps, and all sorts of shaders in the newer R&C games. You might want to check out CreatureBox, which is run by a few Insomniac Artists: http://creaturebox.com/category/artwork/
Looks really fantastic dude, great result. I agree about the tough read on the clenched fists, maybe pop the spec a little so the plane changes catch the light? I'm excited to see the cannon finished :)
for the most part, theres really no variations in your textures. No heavy contrast, and by the looks of it, no spec maps or anything either? very flat, as others have said. that being said... i really like your weeping willows.....
I agree with this completely. It looks like the same poly count as the N64 version, but you just added high res textures, better lighting, and AA. You should really consider building it with modern specs in mind.
And I'm really sorry these images are super huge. I'm cutting down the size, but in order to make them reasonable they become badly pixelated. If anyone has any suggestions regarding ideal upload specs that would be appreciated.
thanks lotet! here's the character, i wanted to do some tweaking still but he's ok for now. ( more hair alphas and better spec maps) i guess dental issues are a thing with my characters now..
As far as the going from Substance Designer to Marmo I find with the gloss in Marmo turning the SRGB ON in the Gloss settings brings a result much closer to what is seen in Substance Designer. Assuming your doing spec gloss.