I have a Lambert material with my TGA texture applied to my model but the Alpha is making it transparent. I use the Alpha to store a spec map but I don't want the diffuse to have the alpha channel applied. The transparency slider under the colour option is greyed out so I can't change it. Is there a way to disable the…
I made this grenade (loosely based on the mk2 grenade) to hone up on my zbrush workflow and expand my portfolio. Any feedback on it would be most appreciated. 612 polygons 1024 diffuse, normal, and spec Reference: http://2db.free.fr/images/grenade_mk2/grenade.jpg…
Here's a phurba that I've been working on. I'm currently on the diffuse map, with a spec map and proper lighting to come. It's sitting at 4838 tris and a 2048 x 512 map. I'm not sure whether the painted or unpainted version is better, so I'd like some input on that. I also may change the color of the paint itself if it…
Hey, just wanted to share what I'm working on these days. New character set for a game I've been working on for the past few years. Line of Defense. These are like a higher quality version of the same original designs the game had. I hope you like them. Specs are on the image. You can check out my site here:…
Hey guys! Hope everyone's well. So I'm working on a little room and, in particular, the floor is just... disastrous. I've made a normal map and tried layering noise into the spec, I've also made the texture 4k. Any feedback, related to the floor or not, would be amazing. Thank you! Have a nice day guys :-)
I've try looking it up online doesn't seem to have any useful tip on rayswitch in vray I am making an eye ball. Everything looks good but the reflection. I am using dome light with and HDRI for the light and GI. But I need to switch the reflection of the eye to catch more spec. Anyone can shine me some tip?
Hey guys, Substance Designer seams to be lagging without any nodes in the graph. This lag goes away when I restart SD but comes back after a while.. any ideas? I've tried adding an exception to the Allegorithmic folder in my anti-virus but still no luck :( System Specs: GTX 1060 6GB i7 6800k 32gb RAM Thanks in advance!
The lighting seems relatively flat making it difficult to give critique. Are you working with PBR (albedo, roughness, and metallic maps)? Or are you trying to do it old school with diffuse, spec, and gloss? If you're trying to do a material study I would opt for studying PBR. Everything is more or less moving in that…
Agreed. Also you should be using PBR instead of Diffuse/Spec/Normal. So that would be Albedo/Roughness/Metallic in Unreal. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ We have some good resources about PBR here on our wiki http://wiki.polycount.com/wiki/PBR
I like that you shared these as sketchfabs, I wish more Art Dumps could do this. What are the specs on the characters? Also, did you guys use a terrain editor? The path looks very well defined and doesn't have that blurry faded look between materials that you see in a lot of games.