All those bar Shadow/Diffuse are additive. for the others you can propably just pull the alpha from the beauty pass and use that. out of interest why are you splitting it up so much? beauty, shadow and bg would be plenty
Yahhhh there we go those rocks are looking alot better! Now get your crazybump normal map over it and some diffuse work + vertex ambient occlusion ( if not done already ) so we can see this scene shape up!
Yes similar to JoltZero, but I feel that the main bulk of the green diffuse needs more variation. Compare it to the concept and you can see it has browns, reds and yellows. Bringing some of these in combined with the specular variation and it will break up that flat look. :)
Its useful for all texture types, especially if you want more than a mere diffuse map. Its just using the values present and working from there, realistic or not they should have information B2M can work with. Saves a lot of time.
Hey guys! Congratz on it! Looks really nice...specially the highpoly models and the tilings on zbrush... the only thing i will criticize is the diffuse treatment...some of them looks a little bit noisy... and you can see the masks used... Nice job!
You should make the diffuse color of the metal darker (close to black) as that will make the metal parts read better as metal, because right now it kind of looks like stone or something. Other than that I really like it. Good job!
set the incandescence to full white (just using the color picker) while you're working on things (for viewport previewing) then when you are done with the texture, plug it into the incandescence channel just like you would the diffuse. i usually stick with .png
I'm feeling good about the results. This is the basic normal map before any other interesting details are added. Diffuse is a single color so far with no variations, spec is a medium grey with no tweaking as of yet. I'm glad to get on to some texturing.
great start on your brickwall. If you're ever making a tutorial, one thing I would love to hear is how you approach doing your diffuse textures. They look really good and you can't feel the procedural nodes at all.
I finished the backing. I decided to bake 4k maps and then reduce them.... but it took a lot of hours! Here it's the low poly with just the diffuse, AO and Cavity. Need to tweak the textures and detail them a little more. C&C welcomed.