i am not sure the spec is working too well, looks like you just upped the saturation nad contrast of your diffuse, maybe give it a slight blue/green tint if it's metal ?
^^^^ all good plus id like to say that rendering with AO isnt the best solution for a diffuse only character like this, get it to POP without fancy lighting or bake it in, much more appropriate
Hi, I recently made this for fun. Rendered in Unity, vegetation have only diffuse textures. All shaders I used and water are built in Unity. It's very low poly, meant for top-down/isometric view. Comments are welcome :smile:
We need a 2d artist to paint texture maps for 3 weapons. The meshes already have textures and uv maps ready, we just need hi-res and better version of current diffuse textures. Please email contact at pulsetense dot com
Ok, so I dont know if this was posted or not and im not sure what I would search for but I was wondering in photoshop how to get "slices" of my texture maps. So in one image you would be you would be able to see the diffuse,normal and specular.
So, in a lot of foliage tutorial they use this render to texture feature that 3dsmax has to create the normals/diffuse/alphas, since I don't use max, does anyone know a workarround or similar feature for doing this in Maya or any other program than max? :D
Hello everybody. Are spec and gloss maps from DDO legacy compatible with UE4. I tried it and materials looked more diffuse then in marmoset viewer which is bundled with DDO legacy. I inverted gloss map and plugged it in Roughness slot of UE4 shader. Cheers, n1k
Update: Fri. May 17, 2019: Did the hand-painted diffuse texture. I may end up doing a manual retopo of the cape, and lower the polygon count in the eyes to better optimize the model. :smile:
Yes! I'm very happy, earned slowest creating progress in Polycount! Now I start the diffuse texture, and take some viewport shot. I use Xoliul Shader 2. I <3 IMGUR... :
Thanks for feedbacks, so after some computer problems (I think it is time to change my computer), this is the first pass on the LP with normal, diffuse and specular maps. (Render with Xoliul shader 2.0 with 3dsmax 2012)