Cool stuff, the model and normal-map look nice! However I think the diffuse and specular could be pushed a lot further - for example there's no subtle shadow from a lot of those normal-mapped elements (for example the straps over her shoulder are very "flat", there seems to be nearly no diffuse/specular detail or…
Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…
First off, nice model. The diffuse texture looks pretty good. As for specular, you're using an environment map here when you should really be using a specular map. They're different things - spec maps plug into the "specular colour" part of the shader and don't reflect the environment, just the light source. Generally…
So I recently signed up for GameTextures. It advertises UE4 support, which means (as far as I'm aware) that it supports the metalness workflow. I'm not using UE4, but I AM using the metalness workflow so I figure it must be possible to beat the maps they give into submission for my purposes. I download a few textures and…
I'm fairly sure it must be using a world space map when baking low-low in substance - you'd get an empty texture otherwise. iirc you can composite a tangent space normal into that at bake time as well so i think that covers what you're asking for. since you mentioned the sobel/seams interaction .. yes - that hadn't…