Hello everyone! Lately i found myself quite interested in the hand painted texturing style, and wanted to get into it myself.
I watched a few videos on youtube as a guide, and came across this one:
https://www.youtube.com/watch?v=qpVylUDyYuQThe person in the video uses shadow color and highlight color in order to make the "depth" of the stone, which made me think if its correct to make textures that way?
I am interested in using these inside game engines, and since game engines has real time lighting they make shadows and highlights for me, should't the texture use only shadow to create depth as an example? i just started practicing this, i appreciate any help!
also do you recommend using Photoshop which is what i've used so far, or something else like Krita as an example? Thanks!
Replies
http://polycount.com/discussion/135431/pbr-dagger
All the depth information was captured from the high poly sculpt and stored in a normal or height map. There are no shadows in his Albedo because with real time lighting, the goal is to recreate any lighting condition.
Only if a game is going for a diffuse only look should shadows and specular highlights be painted in.
Though there is one exception. Engines like UE4 accept a Ambient Occlusion/Cavity map. You could technically paint shadows in there and it wouldn't be inaccurate, but I actually haven't seen this method to be too popular. But it was something I did 2 years ago when I made my Scary School project.