Alex Z

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About Alex Z

  • Rank
    Neophyte
  • Birthday 03/04/1983

Profile Information

  • Gender
    Male
  • Location
    London, UK
  • Interests
    Gaming, Digital and Traditional Art, Movies, Music, Science (mostly chemistry and physics)
  1. Thank you for the info Carlosan!
  2. From my experience i've needed to unwrap my high poly models too, even if it's just a quick unwrap.
  3. Hi guys, This issues has been bugging me for a while, but i've finally found the cause. When i import a Low Poly Mesh to be used as a Retopo mesh for baking, (3ds Max + multiple smoothing groups) ((FBX file format)) at the time of baking the Lock Normal fuction is checked but my Low Poly Mesh is still baked out with only 1 smoothing group. This causes horrid shading and reflection errors on hard surface models. The most annoying thing about this is due to the fact i can't re-apply the smoothing groups in 3ds Max, becasue the Normal map orginally baked out by 3d Coat was baked onto a model with only 1 smoothing group. (The Mesh and the Normal map will never match up, causing errors.) It seems impossible to work around this. - What is strange, the Locked Normals fuction used in the Paint Room works fine, no issues there at all. (FBX file format) It seems this error is confined to the Retopo Room import function / baked output (FBX file format) Thanks for Reading, Alex. - Edit - Sadly it actually looks like the Locked Normal fuctions doesn't work at all, in any Room, Paint or Retopo. (at least with FBX files)
  4. Retro Tv 10_1.jpg

    From the album Alex Z

  5. Retro Tv 12_1.jpg

    From the album Alex Z

  6. Retro Tv 8_1.jpg

    From the album Alex Z

  7. Retro Tv 9_1.jpg

    From the album Alex Z

  8. RetroTv

    From the album Alex Z

    1970's Retro TV for use in Game Engines. 4 days start to finish.
  9. Retro Tv 7_1.jpg

    From the album Alex Z

  10. Retro Tv

    From the album Alex Z

    1970's Retro TV for use in Game Engines. 4 days start to finish.
  11. Retro Tv

    From the album Alex Z

    1970's Retro TV for use in Game Engines. 4 days start to finish.
  12. Retro tv

    1970's Retro TV for use in Game Engines. 4 days start to finish.
  13. Click : Add Texture, then just assign the maps you wish into the RGBA slots using the Drop down arrow beside the slot.
  14. Yes, this is 100% possible. This is how i've packed one particular map, the MRSA map, so Red channel = Metalness , Green channel = Roughness (Green channel has the most data so it's recommended to use this for your Roughness map) i've assigned my Blue Channel to Specular Intensity but i'm honestly not sure if 3d Coat is giving me the data i want there. Finally i assigned my Ambient Occlusion into the Alpha Channel.
  15. Hi guys, The title speaks for itself really, reproducing the most realistic materials (in my opinion) requires the subtle use of Specular maps. At the moment i create custom Specular Intensity maps in Photoshop and plug it into Unreal 4 for feed back, (i could use Marmoset toolbag or Awesome Bump for feedback also.) But i was wondering if it's actually possible to create, access and edit Specular Intensity maps directly in 3d Coat using the Roughness / Metalness workflow? If not, is it possible to have this implemented in a future build? Thanks for reading, Alex.