@Vlad, thanks for the critique. As it turns out my Spec by Colour mask was already pure white. I toned down the spec by reducing the spec intensity and exponent, and it does look a little better now. I'm also having a weird issue - I can't seem to change my preview image, it's stuck on an old one from my AM set. Has anyone…
No height map, although that might be a good idea actually. Currently i'm just using the normal map, and the other one for both occlusion and cavity. The diffuse and spec are flat colors that roughly match raw metal (dark gray albedo, bright spec), this is the gloss: I've been rendering them from Marmoset with the spec…
I agree that the head/neck seem a little off compared to the rest of the body. I think the other thing throwing me off is the skin shader. It has a very plasticky/normal mappy fake feel to it. Are you using colored spec? If not I think adding color to the spec map will help a lot, otherwise bump up the color values in the…
Looking good but far from done. Crits: 1) Whats up with the spec? Is he wearing a shinny rain coat? Is it cloth? Is the cloth wet and that is why it's shinny? The point I'm getting at is your spec is way off, cloth, especially old worn cloth won't have much of a spec at all. 2) Check your opacity maps, it looks like you…
Hey Olivier, The leather looks freaking great but I agree that the spec needs some work, it's not doing the rest of it justice. Gir is right about the rib cage, right now it's sitting in her stomach - Armour or not, that needs to move. Also - the transition from chest to breast above her breast plate looks really drastic,…
Flaagan's opinions about the feel of the game don't count because of the fact that he actually enjoys PGR2. It's actually a good thing that it feels like GT3. It wouldn't make sense if the game shifted away from the core feeling they've established in the series. "i still kind of hold it against them that items in the game…
When rendering with energy conservation and spec/gloss maps is it sensible to apply a falloff to the specular elements? I've just been tinkering with some shaders for asphalt/road type surfaces and no matter what combination of spec/gloss values I use, as soon as I change the time of day so the sun angle changes vs the…
In addition to the lightmap issue ImSlightlyBored brought up. What do you mean by "2 standard lights"? Are either of those a dominant directional light? because one of them should be. Also you might need to boost the specular value in your material up to get some nice spec highlights. Try multiplying your specular texture…
Man s620ex1 that was a really good and helpfull crit, thx for your time to write all that useful stuff jeje :3 . I have been playing around with the Normal and Spec maps to give it a little bit more of photorealism, I followed your advice and went to diferentiate the brick from the Soot trough the spec map (if I understood…
In 1.7, I was able to export pbr spec gloss while working in metallic flow. I can't do that in 2.0. My options are to rework all the texturing to spec/gloss with the new pbr-spec-gloss shader (for some reason, existing layers doesn't auto update when i add in specular channels) or retool my shader nodes in blender to…