Wise words shared by Rorshach. xD Think what he means is that a lively topology describes the surface better than dead linear topology does.. or something. >_> Though it doesn't seem that you use that other type of bad method, but always something to have in mind. ~back to fumbling I go~
This is cool KP, I'll try and do some texturing down the line. . . if this works out you should attach on another room that's not a bathroom . . . maybe another typically "boring" space that we can do our own take on, like a conference room or a hallway. It can be an ever expanding linear space :)
The sword looks really good. Personally I'd add a bit stronger highlights in the golden parts to bring out the edges more. You might try this with changing mode of your brush to Linear Dodge. The bricks could use some more detail and color variation, like Tobbo said.
Edited: It does seem to set some internal flags so that your texture samplers in your material have their properties set correctly. The texture sampler type in your material should also be set to Linear Color or Masks mode. (thanks OBSCURA for making me look that back up :) )
A lot of this is very helpful. Would you say designing my small set pieces one by one and than combining them in my 3D modeling program to form a large modular piece could work? It is a single player RPG the player in cities has free non linear exploration.
The texture map is just a series of vertical ribbons tiled with an alpha. To get the spirals I just take a default sphere in maya and use non linear deformations to bend and twist it into a shape I like. I can also rotate and scale the uv shell of the sphere to get more results.
Have similar problem. But where is Masks in the Texture group? http://prntscr.com/dhejft Or you meant this--- http://prntscr.com/dhen9b But when I change it to a mask it give me an error. Error [SM5] (Node TextureSample) TextureSample> Sampler type is Masks, should be Linear Color for…
In the metalness workflow, yes. Albedo controls diffuse and reflectivity as in whatevers corresponding white in metalness will get a constant black diffuse color and the reflectivity value from the albedo, whats black in metalness pulls diffuse from albedo and a constant reflectivity value of 0.04 linear rgb (or ~55 %gray…
You can't simple subtract the images, diffuse is 2*X and Specular is X-Y. Also they are stored on the camera in sRGB so you must first make the conversion to Linear space. Its best to do these in shader code. For Gloss just solve for G using the BRDF shader code.
Just go in and manually rotate the first few frames required to syn them (I don't think you even need to do a full 360, just enough to establish the linear function curve for the rotation). Once you have that, just have it repeat and cycle and it should mesh perfectly.