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Published: 2012-09-29 14:38:25 +0000 UTC; Views: 4133; Favourites: 16; Downloads: 327
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Description
z brush grass and dirt set designed to work on terrain. spec omitted here to save memory in game.Related content
Comments: 12
Hardlec [2018-07-18 22:00:56 +0000 UTC]
I am learning how to do 3D computer modeling for 3D models.
Thanks for the help.
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Hanako-Momotani [2014-05-08 04:45:10 +0000 UTC]
This is awesome, its exactly what I was looking for. Thanks for doing such awesome work
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Daemoria [2012-09-29 16:00:24 +0000 UTC]
Couldn't you have used the alpha channel of the normal map as the specular channel?
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mikemars In reply to Daemoria [2012-09-29 16:32:22 +0000 UTC]
in this particular case i'm not using any extra channels. normal maps don't have to have alpha channels at all. they can be saved without them from ps. they can also be imported in unreal without the extra channel. there's an rgb only check box on import you can use to prevent unreal from importing that channel.
in the case of grasses and such a unique spec map isnt going to get you much. i run the rgb output of the color map into a desat node and that into the spec instead. using the color map for two different functions. with grass you can get away with it.
if the material really needed a cool spec i'd use one. then you certainly could import it into the alpha channel of whatever map you wanted, diffuse/normal. like some kind of techno metal panel deal or a ceramic object with different glasses or something.
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Daemoria In reply to mikemars [2012-09-29 23:38:03 +0000 UTC]
yea, thinking about it now i realize that grass and natural ground has a really basic specular layout, i just didn't know the trade off of laying out additional shader instructions in the material editor v. including a small res texture.
thanks for the detailed explanation.
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mikemars In reply to Daemoria [2012-10-01 19:55:26 +0000 UTC]
it depends upon how many instructions the node costs. some nodes are light and some aren't. lerps for example are expensive. d-sats and simple math are cheap if not over used. i'd generally agree with your sentiment, a good map is usually preferable to needless instructions but not in this case as the added instructions are very affordable.
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xSwimmiex [2012-09-29 14:41:54 +0000 UTC]
Can I use them in my gallery as textures for my artwork?
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mikemars In reply to xSwimmiex [2012-09-29 14:53:48 +0000 UTC]
you can use them in your work sure. just give me some recognition and i'm cool with that.
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