Yeah about bricks, i made 6 single bricks and than build a wall with it After that i bake all this geometry to plane About bricks material(It`s vertex blend material between bricks and concrete) Here some screens that i think may help It`s a whole shader Gloss Spec
I'm starting this thread back up. I've been trying out some color schemes and this is one of my favorites. I posted this on G+, and have gotten some feedback for it. I'm still trying some slight things with it, and for that reason there's no spec except on the volute springs. Let me know what you think!
this is interesting. I haven't dealt with custom shaders before so bear with me. So I understand it right I should create a custom material output (like clearcoat for examople) in Unreal 4 and plug my detail normal map in? And this node will take a normal map and calculate a separate spec pass, right?
Yeah I think i'll try to add some dirt in between the tiles :) as for now I tried to bring the texture in unity, add a normal and spec map just to see how it works (I didn't bother with the tiling but it doesn't looks so bad) EDIT: Fixed the tiling and added dirt in between the tiles
Erm, no. Saving everything as linear can actually cause compression artifacts, especially in the low end of the value range. Data textures (such as normalmaps) should ofc be linear. Keeping spec and gloss textures as srgb is fine (you know, as long as you convert back to linear before you do any shader computation with it).
Finally got it on the model. Had to make some changes to the grip since it didn't project well. Just going to do some general clean up and some burn and dodging here and there and I think I'll be near completion with this one. I don't want it to get overly complex and out of the Mil-spec tier.
My guess is they use Batch Bake (mental ray), if using Maya. And the Use bake set overide (only lighting). Then choose your persp camera to bake from. Then its all down to getting the right angle of light hitting your model and tweaking your material settings to get the best spec highlights.
I'm a goon and found this thread helpful building my last machine: http://forums.somethingawful.com/showthread.php?threadid=3458091 The OP is continually updated with current specs for a budget, value/performance sweet spot, performance breakdown and it explains a ton of shit. It's a lot of words but there is a section…
Had my support meeting with my lecturer today: He helped me to set up a pretty sweet lighting system which has a good mix of the AO and Spec lighting. He also agreed with you about the turbosmoothing and suggested only using it as a "This is what my base geometry should look like".
Your new model looks pretty good, i like the head alot. Your specular map makes no sense though(If that is your spec map) It would be good to invert your skintone color,but not the AO. As for the teeth, i would make the gums and teeth seperate in the HP model, but make it one part in the LP