Thanks for the reply, mahi. Unfortunately, if your service is replying on diffusion models, then it has likely been trained using web-scraped datasets (for example LAION and CIFAR-10) which infringe copyrights when they're subsequently used for commercial purposes. For example LAION is not for commercial use, see…
Fist of all, my workflow: I sculpt my highpoly model in Zbrush, then I polypaint it with the realistic textures (via spotlight), then I export HP model to xnormal where I bake "Highpoly Vertex Colors" into diffuse map. My lowpoly model is of course properly uv mapped. Now the question: Did any of you guys find a way how to…
Im trying to use render to texture to texture in 2012 and I have never had this problem in the past. Everything im rendering out is saving out dark! Here is the basic setup. I have an object thats textured, and I want to bake that texture out. I even just made a sphere and slapped a default bark texture on it. I want to…
I'm an old fashioned person. I like my diffuse, but I still want to try all this out. I've tried making a spec map, a bump and a normal map. None worked. I use all default max 7 options. except for the viewport and the textporter script. My spec map was looking like other peoples spec maps. I wanted to achive a look like…
Hey, I think the diffuse work on this looks great, but there are a few things you should consider changing/adding. - The surface definition of the wodd is off by a fair bit. You want it to look smooth and polished. I'd up its spec and remove some of the noise from the spec also. The specular highlight on the photo ref is…
Basically it wasn't as complicated as you think, 64px/m on a 512px texture means across the length and height of your texture you got 8meter (cus 512/64=8, and since the requirement said 64px=1m, so 8x64px=512px --> 8x1m=8m --> 512px=8m). If that's make it more confusing you can just do a reference pix density list; 1m -…
Well basicly we've got a mobile game (a shooter where player can't move, he can just look around) that doesn't support any specular especially so complex as in your shader (and maybe no lighting at all) i done weapon model with texures (Diffuse, Tangent Space Normal Maps, Gloss, Spec) and i just want to bake it to diffuse…
The diffuse and specular are way too blurry and splotchy. You have a nice model and a really sharp normal map, but the diffuse and specular aren't helping it. Try running your normalmap through Crazybump, using the "Render Displacement Map" button on the left, then sliding up the "Enhance Detail" slider. This will give you…
Hi, i am working on a mod for a game that uses old, non PBR shaders. Preamble: I'm making textures for my models in Substance Designer&Painter, using PBR workflow - simply becaue, i want to be future proof aka. i dont want redo everything in case i want to re-use them in a newer game engine. The main issue i have with this…