Generally covering a diffuse map into a normal map isn't going to give you good results. By and large the best that can be done is it treats the diffuse map as a height map... so anything that's bright is raised up and anything that's dark is sunken down. If you look at many diffuse textures in that way, you should be able…
ive always wondered.. whats should the diffuse color of chrome be? since chrome pretty much inherits its color from its surroundings/env map, what should its diffuse color be?
If the diffuse is calculated as a phong or lambertisn term (like it probably is) then diffuse power should have the same effect on model lighting as spec power does on specular lighting. Ie make it More directional and less diffused. Just slap a constant medium grey into the diffuse slot, then put a scalar into the diff…
having a separate AO texture means you can also use tiled textures a tiled texture with baked ambient can look a tad strange. Obviously it modern world of humongous textures it's not as common as it once was it's still useful to have.... other reason could be you want to animate the diffuse again it would look odd if baked…
The Blighted: another diffuse painted model for an as of yet unannounced project by InsaneRoot (concept by Matt Dixon). 7781 triangles with 1k diffuse map. As usual, Maya + BodyPaint + PS. Other models I made for this project are Botler and Brutus. I'm not sure what this guy is exactly, but I thought of him as something…
I spent a few hours trying to work around this issue I'm having trying to bake a diffuse map from my polypainted high res mesh in zbrush... I'm hoping someone here can give me some fresh ideas to try so I don't lose the hours spent painting it. now, I understand the process of baking the diffuse (as laid out by eat3d), but…
I'm sure I should be able to do this in 3DS Max, but not sure if I'm just doing it wrong or not. When using the Projection Mapping is there any way to project the chosen items diffuse texture information to the object you are rendering a texture for? Obviously this works nicely for normal information from the chosen mesh,…
I haven't found too many resources on the topic of diffuse tinting( so I figured I'd open up a discussion about it. So what am I talking about? You might think of this as something similar to team color in an RTS. Where based on a player color you need to color change objects or parts of objects. I'm curious to see how…
Hey guys, I'm relatively new with PBR workflow so that's why I'm asking, please bear with be. I have a request from somebody to do a 3D model + texturing, using Diffuse/Roughness/Metalness maps. Question is if this is PBR workflow? I thought it must be something more like Albedo instead of Diffuse. Didn't say anything…
Hoi! Does someone know if gameengines can (usually) handle materials where the alpha is, lets say, twice as big as the diffuse and normal map so: diffuse: 512^2 normal: 512^2 alpha: 1024^2 thx :)