hello guys how you doing? I’ve got a dell precision workstation T5610 and I’m having troubles while modeling/doing 3d stuff I am working using maya 2k18 on a model with roughly 6.5 millions polygons and this is proving a rather bad modeling experience. Firs orbiting is so slow. When I open windows it takes like forever not…
For the metal you need to have a darker diffuse, like below 50 on the RGB scale, including the gold. Metal is defined by the spec and gloss, with little to no detail in the diffuse by itself. More scratches and tarnish in the spec will really help sell the metal look as well. Here is a quick and dirty mock up to show you…
There we go! Nice high poly there, that should serve the purpose just fine to get some good normal control. For some reason the normals just weren't showing up very well in the first render - try changing up your lighting with a three point light setup with a white main light (directional) an orange fill light (spot) and a…
Thanks guys! All this feedback is so motivating ^^ @jeffro: I was planning on going with diffuse/spec only, is it normal for hand painted enviros (LoL, WoW etc) to use normal maps? Just curious because I always assumed it was diffuse/spec only. Also, I wasn't able to figure out what you meant by "blinn look", does that…
Looking good. I'd say your spec needs some work. you have lot of metal in there and none of it is reading like metal. although rust doesn't have much spec all the scratched metal showing through will along with your barrels ect. Metal is tough to pull off. Play with your Spec and spec color. Otherwise looking good keep it…
Having read through most of the thread I thought I'd have a go at a wood floor as a backdrop for a low poly character I'm working on. It's super low detail and very cartoony, so I thought I'd be able to quickly get some cool spec effects, but the texture when lit is extremely washed out. The alpha on the right is also…
Here is one of those confusing topic again. I remember I've asked long ago how come using substance designer to convert from metal/rough to spec/gloss the spec value is grey. And someone has answer it is because all object has spec and its 4% in linear and 2% in srgb (or the other way around) Assuming my render engine will…
This has potential to be pretty nice. Your normals seam fine to me, but you need to work on the diffuse and spec. Right now it's all very monotone and flat looking. It needs more contrast, more colour variation and grime it up a bit. Your spec needs to have some brighter patches in order to help sell the metal materials. I…
Whoa hey there. Don't use the specular input if this is UE4-- what effect are you aiming to get with that? Because the spec doesn't do what legacy spec does. UE4 uses the Metalness workflow, so you want a combination of metalness and roughness to better describe what spec used to do. You don't want to touch the spec slot…