normally the spec color is white by default in 3d programs. obviously in real life when light bounces off an object the spec is the color of the object it is bouncing off. that is exactly what spec color does. and IS based on the diffuse map. I was told by my instructor to create a spec color map all you have to do is turn…
@Brice: NP! @breakneck: That piece looks very cool! You might try a specmap even though the object is not shiny... a small amount of specularity might look natural on smoother parts, such as the trunks and the floor. Not bright, mind you, just barely noticeable. Specularity is a measure of the smoothness of your surface,…
Your issue is caused by the scale of your objects in the scene. Wrap mode assumes that you're wrapping across a 2x2x2 zbrush unit object. Anything larger or smaller than that will cause the behavior you're seeing. I'm guessing you started your scene with one of the small cubes then duplicated it? There's ways to fix this…
I sometimes just use displace modifier set to displace along edited normals with b&w texture I paint over an object to make its surface hovering slightly above hi res surface . That way you could use same low poly same object as a cage when displace is on. To bad Blender doesn't allows to paint displacement interactively…
If you're going for a clear coat effect you could try using add blending rather than refraction. Refraction has some issues with sorting that are view-dependant. So depending on how your meshes are set up this may be expected to some degree. A good way to alleviate sorting problems is to split up the refraction mesh into…
Quixel Colors 1.2 script does not work right in 3ds max. When I apply the same material to different parts of mesh objects one by one then it creates additional sub-material instead of instancing of existing material. Another problem is that final Multi/Sub-Object material does not keep names of applied materials. Instead…
It's probably more useful on larger scale objects or as a level editor. Many CAD packages take this sort of approach with multilayered referencing of objects and there's plenty of examples of scene composition software for rendering. A studio I used to work at used the same idea within maya for level creation. It's not a…
Thanks guys. I have tried adding more segments before. Actually, I'm modeling a complex object like this (1st image) which has a cylindrical part which attached to some other parts. So it is very hard to add more segments. Applying subdivision level 1 to that cylindrical part (2nd image hard edges defined) and adding edge…
I'm looking at a script for you, but it's not quite there yet. I'm not great at MaxScript. If I manage to get something working I'll send it across to you. For the time being if you select the object mesh - right click - choose object properties - General Tab. On the lower right there is 'Rendering Control' with a…
There are a few advantages to sculpting in detail, mainly making normal maps if it is every to be a low poly application. But really depends on what the object is being used for and how close up your audience will be. You can also achieve a lot of realism with poly paint and alphas. If the object is viewed from afar some…