first off, if this is in the wrong forum i apologize. it's my first post here on polycount.
I'm a college student, and my main focuses are character design and animation. (i'm currently a character animation intern for avalanche studios---disney interactive). however, i love creating 3d art and am hoping to get better. a couple questions i have when it comes to hand-painted textures for low-poly characters:
1. I'm guessing most diffuse maps shouldl be based off a baked ambient occlusion map? when baking these maps on low-poly characters, should i be subdividing them before baking? or just leaving them in their low-poly state?
2. is it common to sculpt a high level of detail onto a character, even if you're not planning on using normal maps? it seems like it could be beneficial to take a cavity/AO map from a sculpt to base your diffuse texture on. or should i just go straight into painting the diffuse?
3. when painting texture for characters, should i have a light source in mind? or is it just general ambient lighting? and should i be painting in specular highlights? or is that something i should leave to the shader---
hopefully my questions make sense, I searched a while to try to find the answers. If you want to see any of my designs or beginner 3d work, check my blog at
www.gardenturtle.blogspot.com
thanks!
Replies
give a search a go:
http://lmgtfy.com/?q=site%3Apolycount.net+painted+textures
just a quick response:
My tip though is to not depend on what others tell you or stick with common guidelines but instead just experiment yourself and with that experience grow every time a bit more. People always ask all the time but the truth is often that you need to build your own experience (just do it!) and just study what's already out there.