Quick Maya screen grab update. It's the matching file cabinet set that goes with the desk. It's sitting at 60 Tris, maps include Diffuse, Normal, Spec, Gloss and textured in Ddo. 1950 File Cabinet (click to view in 3D)
Get a Lerp node(hold L and click on the canvas) and a Fresnel. Plug Fresnel into alpha of the Lerp and two of your colors into A and B and plug Lerp to Diffuse, then tweak fresnel values until you get the looks you want.
The edge outline effect can be achieved by duplicating the mesh, invert its normal, push it out a little( the further you push the thicker the line is going to get), and apply an unlit diffusion material to it. Or at least that is the trick with Toolbag. :smile:
That's bizarre. Same material in both ID's? Does it also occur with diffuse shading only? Realistic vs. Shaded viewport mode? What version of Max? Which preview mode... Show Shaded/Realistic Material in Viewport flyout?
Thank you! It's actually just a grunge map applied to the spec map in addition to a an edge detect of the window mask that's been slope blurred to increase the spec and diffuse near the windowsill. Just finished another texture for the side of the house:
I always add leaks and shit :D on dirty stuff i think it looks great if finetuned from gloss and spec and maybe a little diffuse buuut just a little :) .Heh maybe colored version in dlc :P
Nice! You should throw a lighting set up on it, get some shadows and studio lighting to really spruce it up. Good progress man! Looks like you're really thinking critically about the lighting on the diffuse map.
The HDR Skylight provides ambient diffuse and specular lighting, and doesn't cast shadows. To get occlusion from the sky light, you can turn on Global Illumination. Otherwise, be sure to use direct lights, which cast shadows.
More Progress, added some air vent fans, lit a bit, redid door since i wanted more detail in it. All textures are grey with AO, no specular either just using diffuse with 45 constant value.
http://fav.me/d7u9c8d making the parts on my spare time. I am basically making boxes and adding details through normals and diffuse channels. after i'm done with the rest of the stuff i'll make the room itself.