For example, if you have a dirt layer that is covering some of the metal this creates a mix of metal and dielectric. The transitions areas in the metal map mean that if an area is not denoted as pure metal, then it needs to have the metal reflectance value lowered in the base color map. I hand paint all my textures, mostly using zBrush but I also use gimp and blender.įirst pic is of my an early Unity 5 test, which actually worked Second pic is in Unity 4. I am making a tower defense game crossed with a FPS in 3d. Not to mention I really don't want to spend the time right now to spend weeks or a month learning a new tool. While substance painter starts at 100$, 100$ is a lot of money to me and as an indie I can't spend a dime I don't have too. I really don't want to have to buy another separate tool to make it work. I have also found it hard to find said charts and harder still to transfer the information exactly. The spec workflow of re hand painting my textures not just adding spec and emission spots, I have to change the albedo and make sure I look on charts to make sure every portion of a texture has correct spec colors. It seems like a metallic workflow would be similar to using the hard surface shaders where it takes the color from my diffuse map and makes it look like metal via settings. It would make it a lot easier for me to produce the results I want. I would greatly prefer a metallic workflow, or the option for both.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |