What makes a good normal map, specular map, displacement map, AO map, height Maps, reflection maps, diffuse map and other maps for game engines and 3D programs.
Or how can you tell you have a good quality map. Can anyone give me an example (Link). Also, what does a poor map looks like.
What is a good size (seamless) to start out with. Like 512x512 1024x1024 2048x2048 or higher.
Thank you for anyone responding and sorry for poor English. Take Care.
Replies
http://www.polycount.com/forum/showthread.php?t=107196
http://www.polycount.com/forum/showthread.php?t=81154
Anyways, check out the polycount showcase for examples of good maps. There was a futuristic helicopter based off of the Hind that had great maps.
With enough browsing in the pimping and preview and technical talk section you should see examples of poor maps as well as the critiques on how to improve them. I've learned a ton just by lurking thread after thread reading through critique.