Thats my spec map.. nothing special.. i think from memory i just made my diffuse black and white and played around with layer styles. I think the slimy look you are referring to mostly came from tweaking settings when i uploaded it to sketchfab. (you can change the model shininess etc) The rest of the detail, such as the…
I want to make textures without meshes at the moment, I'm using ndo 2 to make the basic shapes of the textures, but then when i create diffuse ao and other maps for it in 3do. How am i supposed to do the diffuse? I tried using the smart materials or the materials and they are all way too tiled, the scale button isn't there…
This package contains RPG style creature with four variants of texture. 4,409K Tris UV not overlapped Textures 2K textures with four variation. -Diffuse Only - Blue ( Stylized) -Diffuse Only - Gren ( Stylized) -Diffuse Only - Violet ( Stylized) -Albedo - Normal Map - Specular - Emissive ( PBR) Prefabs All color variatons…
Now I'm not a modeler, and TBH I suck at textures too because I'm a bit naff at everything, but I get along with next gen media sets like diffuse/local/spec. I picked a low poly model with Diffuse only because it would be quick and would be a test for my diffuse skills. The main gripe i have with the texture is that is…
I'm having trouble in creating a over-exposed look in Max. In another word, to make part of the diffuse texture brighter than its own. I tried the following: make material 100 self-illuminating use composite map for diffuse put diffuse map on the base layer of the composite map put light map in multiply mode on 2nd layer…
I feel like I'm missing something small, but I'm trying to set up a material that uses an ambient cubemap for ambient lighting. It took me a while to figure out how to set up the orientation, but now I can't figure out how to apply it properly. I've tried multiplying it with the diffuse map into the diffuse channel, but it…
Okay i understand that, but there really is no reason not to allow full specular ranges as an option, the math change is so simple it's actually scary that it isn't already in. the line of math would currently look like: Specular = 0.02 * (1 - metalness) + albedo * metalness;Diffuse = albedo * (1 - Specular) * (1 -…
From what I know, being aware I might be wrong with those definitions: Diffuse: color map, often mixed with ambient occlusion and some pre-baked or painted light. Albedo (in some cases still called diffuse): color map; contains information about color only, no lighting or ambient baked into it. Specular in old gen workflow…
Hey Kat! You are really starting to spit these out. That's good that you are getting the process down. Now that you seem to be grasping the process you should try more complicated props. Ones that are not just a cylinder (barrel, grenade, column). In regards to the specular: Specularity can be a difficult concept to…
Thanks Jessica! Really appreciate it. Here is the finished version, thanks Jackson (Onelunglewis) for the awesome class! Final Specs: Character - 24717 tris Crossbow and Quiver - 5688 tris 2048 x 2048 body map (diffuse/normal/spec) 1024 x 1024 head/hair map (diffuse/normal/spec/flow) 1024 x 1024 crossbow/quiver map…