That's what I was thinking...cool. I plan on using low and high poly for baking normals as that's my normal workflow, but have some high poly models that id like to tinker with in Ddo for diffuse, spec, and bump maps.
Looks like you have painted some sort of broad grungy highlights in your diffuse. If you are going for "bleached" kind of look then I guess it's okay but it really messes with spec/gloss and does not help with material separation.
Getting close to finishing the diff,spec and norm maps. Not sure what other details I should add to the diffuse though.. I like Mass Effect 3's approach - so that's kind of what I'm aiming for.
Another progress shot for where Im at for tonight. Started fixing and texturing the terrain/landscape, as well as finalizing pier material with normal maps and spec maps, also added in Epics Fire, for looks, plan to create my own.
I really like this Suite so i Just wanted to make one more PBR, I made this gun last year but had no chance to texture it, tri's is 3500 plus 1xAlbedo/Spec/Glass /Normal map.
Your diffuse looks very blurry, you could do better there. Maybe sharpen up a bit and add some more detail. The scratches on the spec are completely unrealistic, how would that happen ? Rest is looking good tho
yes.. but I need to know what Quixel Export Maps are doing and for what slot you should use them ? It's not the Vray slots... it's what quixel maps exports.. so spec map goes into which slot - Reflection ?
That is a nice base. Now try working in some variations, chips, small cracks, etc. Something to break up the surface - of course not too much, since you want it to tile. Does this have a spec on it, or is it just your diffuse?
I think I'm getting there. Slowly but surely. I could really use some help with the spec map. Anyone here got experience with texturing weapons that have any pointers? Any help would be grately appreciated. :)
im using vray yes. (sorry for not giving alll the specs right away, bit of a long day for me) and i would like to be able to render with it too. i mean, its not like vray hates normal maps:P