I would say no. It really depends what you are painting. Example: If you are painting wood. Wood is usually fairly monotone. Metal is another that you want very little contrast in. More contrast in the spec than in the diffuse. There is never usually a set "rule" for everything. They are just tools... And not every tool…
Managed to mostly finish the helmet, testing it out a bit inside UDK. Really happy with how it turned out right now, still going to tweak the spec a bit. Also considering doing some extra work on the side pieces with a hole or extra damage of some kind showing techy stuff (wiring etc.) inside.
nice design. very minimalist and sleek. a bit of advice tho. you might wanna think about the specular on your next project if you are done with this one. the materials on this character are all reading the same finish. the spec really can change how we read the material surface, whether is be metal or fiber. good luck!
Modeling cars that need to be approved by the manufacturer takes some work and not a little understanding of how cars are designed. Blueprints only get you so far. You also have to take into account the technical specs, damage, UV's that work with scrapes/paintjobs etc. That said, 10k is at the high end and that's speaking…
If I can figure out how to get alpha maps in Xoliul's shader I will use that, if not I will use Marmoset. Either way I want it to be in real time. The car already has spec applied, and the normal map only has info on the intercooler behind the grille (hard to see from that angle) and the brake disc.
Yeh it's a PITA. You would have to setup a camera then assign an AO shader, plug your alpha into that and then also render in mental ray or something that allows raytracing for the AO to actually work properly. The last time I did this sort of thing I used render layers to handle the other types of maps (diffuse, spec,…
I added AO and changed up the lighting a bit to make it look more moody. Also I started adding some spec, roughness and metallic maps, and I'm leaving out the emissives until I'm happy with the materials and lighting. I also changed the colour of the green on the door to be a little less intense. Slowly but surely getting…
What's the purpose, I have made a script for applying ddo materials to objects in Maya, and I'm sure someone else has made the same thing for Max. Or are you wanting to know what values ddo uses for diffuse, gloss and spec so you can do stuff by hand and have it consitient with results from ddo?
yea usually I dont put the rust in my normals, it makes the paint look way to thick and blobby. a nice crisp layer in the diffuse/spec usually works best. the main thing is to just look at a ton of references and go with how those look rather than how your mind thinks it should look.
I agree with most of the crits. The presentation does not help the piece at all. The metals seem very noisy too. In general, your metal materials just don't feel like metal. It could just be the noise, but I'd suggest playing with the spec/gloss maps as well as possible added a reflection mask/map to really help sell it.