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Robot: Materials

  • olliemc6
  • Mar 12, 2017
  • 1 min read

So once the colour textures had been produced I went on to make a spec map in Mari by modifying the colour map slightly. I did initially make a reflectance at normal map for the fresnel as well but I discovered that all I was doing in Mari was adding a brightness lookup (Photoshop curves essentially) to the spec map. If I was just doing that in Mari then why not use a remap value in Maya? So I did... for a lot more than just a reflectance at normal map.

That's a messsy node graph.

Mmph, hot damn


 
 
 

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