Doing arch viz work for gear vr that is why using MR. Tried Vray it still has same outcome, Corona dose not work with RTT. What did work was RGB light setup for making normal maps, its only good for Ivy and planer grass / foliage etc. There must be some way to get it right in the first place. Solution that I found but its…
So lets say, you use photogrammetry/scanning of a "flat" (ground) surfaces like ehm.. ground :-), or a brick wall etc. - somewhat "flat" surfaces. You want to make them tilable - ALL the maps (diffuse, normal, displacement etc.) What programs to use to make the process of making them tileable as EASY and as fast as…
Makes complete sense, in regards then. Totally understand. But yeah, if you are going that route... Exactly what stevston89 said. Do not rely on your AO to do a lot of the diffuse work, rely more on softer hand painted in AO and then highlights and overall mesh light gradations like in the ref. A lot of Blizzard's style…
Here are some ideas of my texture flats to help better understand what i was trying to accomplish with these three. Stone_Floor: Normal map Diffuse Map Roughness map Height map Rug: Normal map Diffuse map Roughness map Metallic map The metallic section was something that i wanted the gold embroidery style to pop with…
Thanks for the replies everyone :) I'm happy to hear that you found it useful! Noise: Warren Marshal is right, you might need to tick the "Replace Vertex Colors" setting. However, to see vertex colour/alpha on your mesh you will also need to add a Vertex Color node to the material and multiply it either by your Diffuse or…
My image is mostly a suggestion and not a rule. What I posted may still produce errors. You need to do test bakes and additional edits to fix the issue. http://www.3pointstudios.com/3pointshader_about.shtml Within max viewport it syncs your baked normal maps to the viewport renderer and will get rid of issues like you are…
If you're not using radiosity, then just change the RGB level under the output category on your diffuse texture. If you are using radiosity, likely the reflectance of that materials is too high. Go under preferences>radiosity and make sure 'display reflectance' is checked. In your material editor. Right under the editor…
I would recommend using inverted detail mapping on those large rocks. The concept is simple, you unwrap your individual rocks uniquely and sculpt and bake the AO and Normals. This essentially becomes your detail map. Put your texture together using this. http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping Now…
I think you have your Spec the wrong tints. Metal tends to have (pending on the coat or lack of coat of paint) either inverted hue of the diffuse in the Spec or 1:1 color value in the Spec, while wood will be white or inverted pending on what you want it to read (currently it's reading out as copper due to the spec). Also,…
Count me in with the model from this post http://www.polycount.com/forum/showthread.php?t=117608 -geometry files ( fbx and ma : maya 2012 , maya 2013.5 ) http://www.paultosca.com/tt1/Nyra_ma_fbx.rar -textures in tga format ( transparency is on alpha channel of diffuse textures) http://www.paultosca.com/tt1/Nyra_TGAs.rar…