By some reason I though the statue is made of metal, that's why so much specularuty. Anyway, I found out, that shaders are pretty sensitive to texture and lightning manipulations, adn therefore any desired look is doable with PBS.
On the picture I posted, there's a visible steam on the forehead of the statue. Do you think it's conversion artifact? (Unity automatically runs max to create obj model from max files).
There are 2 statues, with Standard and Standard (Specular setup). Each one can be used with some minor texture editing. Maybe it's not perfect, how they look, but it's ok. Could be better if I spent more time. Trees had no normal map in the folder, so didn't try to make them look nice. And the wall looks ok, except I didn't find how to make the metallic part look more like a metal. Maybe it's because of lower textures resolution. AO indeed didn't fit the uv mapping way.
Maybe specular map in that Standard specular shader is used to darken albedo by its whiter parts? I'd expect something like this from a PBS. Also, PBS rely alot on environment map to compensate the darkness of the albedo, which also modifies model's look alot.
If you attach a max or obj file of yout tree, I'll experiment with it in unity. (I only have m3's from your mod, and don't have importer to turn it back to max).
Try that Standard (Specular setup) one. You can set a specular map for it, and change its mode to Fade, so diffuse texture's alpha will be transparency, and specular map is separate.
I like the effect of AO. Even Leonardo DaVinci noticed, that it's not the colors, fuck colors, but the shadows and brighter parts give us the main part of expression from viewing a visual masterpiece.
I won't sell, but I may want to use them in my unity game, in that case I'll ask your permition and discuss conditions.
As the highpoly I'd like that part of the wall, that has metallic, stone and wooden parts. I wanted to use dDo to apply some details, bake all possible maps and see how it all look after all tweaks.
Actually, It would be good to have max files, I was about to ask you, because I wanted to check those models in Unity with the shader different from SC2 one. I would also appreciate if you uploaded at least one high poly model, so I tried to bake the textures by myself, just to see how it work and maybe learn something.
@ahtiandr: Go
Tried 32 bit tga instead of 24?
@IskatuMesk: Go
By some reason I though the statue is made of metal, that's why so much specularuty. Anyway, I found out, that shaders are pretty sensitive to texture and lightning manipulations, adn therefore any desired look is doable with PBS.
@ahtiandr: Go
On the picture I posted, there's a visible steam on the forehead of the statue. Do you think it's conversion artifact? (Unity automatically runs max to create obj model from max files).
There are 2 statues, with Standard and Standard (Specular setup). Each one can be used with some minor texture editing. Maybe it's not perfect, how they look, but it's ok. Could be better if I spent more time. Trees had no normal map in the folder, so didn't try to make them look nice. And the wall looks ok, except I didn't find how to make the metallic part look more like a metal. Maybe it's because of lower textures resolution. AO indeed didn't fit the uv mapping way.
Next time I'll try to generate textures with dDo.
@ahtiandr: Go
Thanks, downloaded. WIll check how they look a bit later.
@ahtiandr: Go
Maybe specular map in that Standard specular shader is used to darken albedo by its whiter parts? I'd expect something like this from a PBS. Also, PBS rely alot on environment map to compensate the darkness of the albedo, which also modifies model's look alot.
If you attach a max or obj file of yout tree, I'll experiment with it in unity. (I only have m3's from your mod, and don't have importer to turn it back to max).
@ahtiandr: Go
Try that Standard (Specular setup) one. You can set a specular map for it, and change its mode to Fade, so diffuse texture's alpha will be transparency, and specular map is separate.
I like the effect of AO. Even Leonardo DaVinci noticed, that it's not the colors, fuck colors, but the shadows and brighter parts give us the main part of expression from viewing a visual masterpiece.
@ahtiandr: Go
I won't sell, but I may want to use them in my unity game, in that case I'll ask your permition and discuss conditions.
As the highpoly I'd like that part of the wall, that has metallic, stone and wooden parts. I wanted to use dDo to apply some details, bake all possible maps and see how it all look after all tweaks.
@ahtiandr: Go
Actually, It would be good to have max files, I was about to ask you, because I wanted to check those models in Unity with the shader different from SC2 one. I would also appreciate if you uploaded at least one high poly model, so I tried to bake the textures by myself, just to see how it work and maybe learn something.
@ahtiandr: Go
This looks a bit fucked, isn't it?
Oh, and by the way, why is this mod file weights 233MB, while the files are only 43MB?
This stuff looks pretty convincing.
Could you please record a video of your workflow of creating those textures? Could be a simple overview or detailed tutorial.
It seems to be close to how blizz doing it, and I (and other modellers) would like to learn.