I've received an art test which is asking me to create a jacket for a character. The part of the instructions which stood out to me is that the studio doesn't use normal maps, they just use color and spec maps. Normal maps have been such a large part of my pipeline, I'm unsure of how to simulate details without a normal map. Maybe baking out a curvature map and overlaying it on the color map will help add a tiny bit of detail?
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I'll check out the baked lighting filter and see what I can do.
@Carvuliero Required props include jacket, backpack, gloves, optional watch, optional gear. Limits of 4500 triangles, 512 color and 512 spec map. They specifically states several times in the instructions they do not use normal maps.
I also need to use Photoshop to texture, not Substance, and I need to skin/weight the mesh to the character model they provided. Haven't textured using PS since I was just starting out, and haven't ever skinned or weighted mesh before, so this will be tricky to say the least.
@Carvuliero Yeah, I've already thought of ways of making it look decent. I'm worried about the meshes which have hard edges and the like, where I can't bake bevels and the like. I guess I don't even need to make a high poly version of anything if I can't even use normal maps, that should make things a little bit easier. Sucks because this process won't let me use curvature.
@Joopson Are those maps useful in the texturing process in Photoshop?
Basically, anything quixel or substance can use for texturing, you can use for texturing in photoshop, with very few exceptions.
I feel like its a bit of a crazy low poly count. 4500 polygons which need to include a hooded jacket, gloves, a watch, a backpack, and any additional gear I see fit.
I think @huffer is on the right track here. Painter's Baked Lighting Filter is the way I'd handle it:
https://www.youtube.com/watch?v=WHQfYklBVTY
You build up your materials as you would normally do in Painter, then just slap on the filter, set up your lighting, and export your diffuse texture. It doesn't just bake in diffuse light, but also bakes in all of the other material properties based on your lighting setup - capturing specular reflections based on your materials roughness and metalness values.