I figured, but when we were talking before you mentioned multiples of a smaller texture size will perform worse than a single large texture.It can be simulated by assigning different cubemaps where a simple cubemap with a soft round highlight will represent a rough surface whereas a detailed HDRI-like cubemap will represent a glossy surface.
Quixel dDo
- Azarael
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Re: Quixel dDo
Bake Mode -> Normals (object space and then high from low for tangent space.)
- Aberiu
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Re: Quixel dDo
Usually it's the opposite, you bake from high to low. How does the lowpoly model look like with a normal map assigned?
- Azarael
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Re: Quixel dDo
Mistake when writing. It's not actually possible in Blender to bake from low to high when using multiresolution.
Sec.
Sec.
- Aberiu
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Re: Quixel dDo
However to me it's still hard to make any conclusions until I understand how does it look like (you can try it in marmoset), how did you bake your specularity (where did you place the lights, did you mix it with the dDo specular map, how did you do it etc.) and how does your actual specularity mask made for UEd look like.
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Re: Quixel dDo
Baked specular in Blender using specular and normal maps from dDo and light arrangement as shown in previous thread. Screened the diffuse with that with low opacity. Made the specular with desaturated, darkened dDo specular screened with baked specular.
http://ut2004.ldg-gaming.eu/azarael/CX61_Spec.png
http://ut2004.ldg-gaming.eu/azarael/CX61_Spec.png
- Aberiu
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Re: Quixel dDo
So I tried it in UEd and I suppose there are 2 reasons.
1) sharpen+levels.
Here's the mask I used for my previous texture:
http://fc01.deviantart.net/fs71/f/2014/ ... 7owt0x.jpg
I hope you get the idea.
2) the size of details you're using. As I already metioned once, you tend to choose smaller details which basically turn into noise at a certain distance. Keep in mind that you don't have any actual normal map. You're simulating it with baked lighting and your possibilities are quite limited. If you want to make your textures look more bumpy and realistic you have to exaggerate the details a bit.
I'm talking about this:
I hope this helps.
1) sharpen+levels.
Here's the mask I used for my previous texture:
http://fc01.deviantart.net/fs71/f/2014/ ... 7owt0x.jpg
I hope you get the idea.
2) the size of details you're using. As I already metioned once, you tend to choose smaller details which basically turn into noise at a certain distance. Keep in mind that you don't have any actual normal map. You're simulating it with baked lighting and your possibilities are quite limited. If you want to make your textures look more bumpy and realistic you have to exaggerate the details a bit.
I'm talking about this:
I hope this helps.
- Azarael
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Re: Quixel dDo
I went out for a run, back now.
It does help, thanks. I'll try further modifications later on. I need to get this sorted out before I can commit to making any more weapons.
It does help, thanks. I'll try further modifications later on. I need to get this sorted out before I can commit to making any more weapons.
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