Some healthy material studies at some unhealthy hours. lol I wanna try and push for the moisture and dense look without it being too much, right now it is too much but man it's really hard to control without it looking weird, I want PBR! :( I did a pass on all textures, brought them up to a 186 ~ 200 mean, chromes are…
This is a brand new version, rebuilt from scratch. Everything is still WIP. I tried getting a little closer to the concept. Major things left to do are re-add the pipes, fix the glass shader(it's way too plain and unnoticeable), finish water particles, add a water-turbine-thing, and finish lighting. and dat POM…
i got it on PC... i think it unlocks this friday. Can't wait to play this! Just saw this: http://www.pcgamer.com/2012/05/28/max-payne-3-system-requirements-updated-new-pc-screenshots-released/ LOWEST TESTED SPECS* Windows 7/Vista/XP PC (32 or 64 bit) * Intel Dual Core 2.4 GHZ or AMD Dual Core 2.6 GHZ, or better * 2GB…
Cool, although the beveled edge lighting in the diffuse, spec, and gloss maps seems pointless given that you actually are using spec and gloss maps, and that lighting should be able to occur naturally. Also confused about the content of some of those maps (like why the gloss/spec have any color when these are all…
that thing looks crazy one thing that might help though is to make the spec not AS purple as it is, the point of giving a bluish/purple spec is to kind of desaturate the spec of the skin so that it doesnt go orangy, and i think it's just going too far and making it a little too purple. This is minor though, I think the…
I am working on PBR allegorithmic and I want to export for unity 5. However when I try to do so, only emissive and normal get exported. My specs are colored. anyone got a clue how can I fix it? How would I do it manually if I am using spec/gloss (smoothness)? Do I have to put the spec in the alpha channel of the gloss or…
Having issues getting materials to render properly in Unity, would anyone have any tips? Ive read 1.8 doesn't export properly, but the pixel values in the gloss / spec seem close enough to at least get close to the materials in 3do. Everything is very rough (lacks spec / gloss) in Unity, as if its not receiving reflections…
- Narodnik - I get what your saying. I'll mess with the spec some more. - stimpack- Will address with new spec. - Adam - I see what you guys getting at. Make a more gradual transition. Its too tight/compact right now. I will change when I update that spec. Thanks for the advice and comments. Much appreciated. Will update…
Hi ReverendK Yeah, I actually separated the grayscale spec map from the color spec since 3DS Max has a separate slot for both. The grayscale is the one with the actual contrast. Although I'm beginning to wonder if it's just better to have one color spec map and use that for both specular strength and color hue. What do you…
That spec map is not going to do much for you. If you have a metal surface your spec map should be bright values, and the white should be uses for edges and scratches. Your spec map is making your metal look like concrete. You would probably get a better result if you plugged in your reflection mask into your specular.