I'm having some problems "downgrading" some textures from PBR to the traditional workflow, with diffuse, spec and normal. I just can't put the lighting information back into the diffuse. Should i generate an AO and put on top of it?
depends entirely on the lighting setup of the engine. Some previous gen engines still wanted diffuse without lighting baked in... and really, anything that relies on dynamic lights, or is moving around a lot would benefit from having as little baked in lighting as possible.
This is super hacky but when using Spec/Gloss PBR I had to use a metalness mask to mask off the parts of the specular map to replace parts of the diffuse map since metals on pbr spec/gloss are black.
Then there were a few levels adjustments/etc and it worked pretty well.
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Then there were a few levels adjustments/etc and it worked pretty well.