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Raz_Specter

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Everything posted by Raz_Specter

  1. Hi anyone at ED, Would it be possible to let us know what workflow you are using for the PBR engine? Metal / Roughness Workflow or Specular / Gloss Workflow This would be of great help if we could know this for creating Textures in Substance Painter. I would appreciate a reply as I have asked on the forums before but as of yet no one has repied, please please please let us know If the workflow names are not familiar to you here is an explanation or each one: Metal Rough Worfkow Base Color Raw color with no lighting information. Small amount of ambient occlusion can be baked in if using it for micro-surface occlusion. The color range for dark values should stay within 30-50 RGB. Never have dark values below 30 RGB. The brightest color value should not go above 240 RGB. Roughness Describes the microsurface of the object. White 1.0 is rough and black 0.0 is smooth. The microsurface if rough can cause the light rays to scatter and make the highlight appear dimmer and more broad. The same amount of light energy is reflected going out as coming into the surface. This map has the most artistic freedom. There is no wrong answers here. This map gives the asset the most character as it truly describes the surface e.g. scratches, fingerprints, smudges, grime etc. Normal Normal map Metallic Tells the shader if something is metal or not. Raw Metal = 1.0 white and non metal = 0.0 black. There can be transitional gray values that indicate something covering the raw metal such as dirt. Specular Glossiness Workflow Diffuse Raw color with no lighting information. Small amount of ambient occlusion can be baked in if using it for micro-surface occlusion. The color range for dark values should stay within 30-50 RGB. Never have dark values below 30 RGB. The brightest color value should not go above 240 RGB. Glossiness This map is the inverse of the roughness map. White 1.0 is smooth and 0.0 black is rough. Describes the microsurface of the object. The microsurface if rough can cause the light rays to scatter and make the highlight appear dimmer and more broad. The same amount of light energy is reflected going out as coming into the surface. This map has the most artistic freedom. There is no wrong answers here. This map gives the asset the most character as it truly describes the surface e.g. scratches, fingerprints, smudges, grime etc. Specular This map contains the reflectance information for both metal and dielectrics (non metal) surfaces. This is a key difference in the metal/rough and spec/gloss workflows. The same rules apply. You need to use measured values for metals and most all dielectrics will fall with the 0.04 - 4% range. If there is dirt on the metal, the reflectance value needs to be lowered as well. However, you can add different values in the specular map for dielectric materials since you have control to author the map. Normal Normal map Thanks very much Specter
  2. FAR TOO BRIGHT FAR TOO BRIGHT FAR TOO BRIGHT FAR TOO BRIGHT FAR TOO BRIGHT FAR TOO BRIGHT FAR TOO BRIGHT
  3. suggestions for vehicles that you guys want for the next pack would be helpful :)
  4. British Fighting Vehicle Group would like to present to the DCS community. Mod Pack 3 Installation: 1. Download BFVG Pack 3.rar 2. Extract the BFVG PACK 3 Folder into C:\Users\<yourname>\Saved Games\<version of DCS>\Mods\tech\ Done Launch DCS: DOWNLOAD: HERE Thanks Mithandra (Specter) & Suntsag (Naked)
  5. Thanks for the info, although I didn't model it in Max as prefer Maya and have done for 15 years, I will look at this in Maya, maybe something happened with the export into Max, thanks for the info though. Cheers Specter
  6. very nice dave would be interested in trying it, if you wouldn't mind, no offence if not mate :)
  7. it would be interesting if people could either post videos or even missions that they have used our models in, just interested on how people are using the models. Cheers Specter
  8. We have already released some vehicles for airfields https://forums.eagle.ru/showthread.php?t=188636 Cheers Specter
  9. couple of texture pics (still WIP)
  10. good video, thanks
  11. Hi Chaps, Just thought I would post a sneak peek for 2 vehicles what will be included in pack 3 from us. Cheers Specter
  12. excellent mate :) good job
  13. I will take a look when i get back from Newcastle mate - visiting parents until Monday, Have my mac withme so able to do modelling in Maya but substance struggles a little on this 5 year old laptop. Cheers Specter
  14. Dave, If you have any requested for skins let me know, just supply me with a diagram of what colours your want and Ill see what can be done. Oh and what SUNTSAG said :) Cheers Specer
  15. Knock yourself out guys, Naked nor I have any issues with people adjusting our stuff, If you pm me a colour palette I can adjust the colour in substance Painter which will update all the maps, would save you hours of time. As Different colours may require a new spec map to be generated We are also open to suggestions for skins now Naked sorted out the way they work in the LUA. Cheers Specter
  16. Hi All So from a PBR workflow, what maps would be required to get specular working in 2.1? I use Substance Painter for my texturing now, which is a native PBR product. In the old way, (thanks to SkateZilla for the information on this) I created the following: Diffuse: I use RGB with baseColor mapped to this Specular: Created a R + G + B output map mapped: Roughness GreyScale to the R channel Roughness GreyScale to the G channel (which I invert in Photoshop afterwards) Metalic GreyScale to the B channel This works a treat in 1.5 but when in 2.1 there is no specular shown on the model, it just looks very matt Thanks Specter
  17. IMHO it was a little frustrating to have not played it on the Friday as it was taking ages to download so i got up at 5am on Saturday morning to play after leaving to download overnight and with a 200MB link that felt strange First Impressions: Lighting conditions are far too bright in the world at high sun times (has already been reported) TrackIR performance is butter smooth with everything Maxed out. Rift however is playable, when looking straight ahead if i move my head more that a 90 arch (say look left or right at the ground) there is a stutter there. very noticeable. Overall I feel it was defo worth the money and look forward to the great work you guys are doing for future updates. Thanks Specter
  18. That vehicle was around when i join the Army, spent many a night in the back :), maybe maybe :)
  19. update your winrar version, one of our guys had the same issue.
  20. thanks Cbit :) give me a shout sometime on TS :)
  21. British Fighting Vehicle Group would like to present to the DCS community. Mod Pack 1 Comprising of: Landrover 110 Scimitar FV107 (re-textured) RAF GPU Installation: 1. Download BFVG Pack 1.rar 2. Extract the BFVG PACK 1 Folder into C:Users<yourname>Saved Games<version of DCS>Mods ech Done Launch DCS: DOWNLOAD: HERE As always a huge thank you to the people that answered our questions in the forums. A big thank you to Naked for his testing etc and the peeps over at the 333VFG Squadron, which i am proud to be a member of. Until the next vehicle release or mod pack :) Thanks Mithandra (Specter) & Suntsag (Naked)
  22. Thanks westr, I am just putting the finishing touches to it at the moment, should be released very very soon Cheers Specter
  23. great thanks Sniper worked a treat :)
  24. yeah you tube is a good resource. I personally would recommend: It also depends on what you want to achieve modelling, is this just for games, or jsut DCS? or for something else? this would depend on which softare route you go down: http://www.simplymaya.com http://www.pluralsight.com/ The Movie and Film Industry tend to use Maya a lot for Games its normally 3dsmax These are what i use when modelling something for DCS: Maya for modelling Unfold3D for UV editing Substance Painter and Photoshop for texturing 3dsmax for setting up the scene and animation and of course the creation of the EDMs Cheers Specter
  25. technically, the EDM is a compiled package file, sort of like an EXE
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