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…
To get specular only, you couldn't just use a polarizing filter, since roughly half of the diffuse would still contribute to the shot, right? In other words, you can't filter out all the diffuse with just a polarizer?
ya I would make leave shaped brushes for painting the heightmap but your right it might not work. maybe a alpha map that is higher res than the diffuse, and that only tiles once for every 2 or 4 tiles of the diffuse.
Great Idea, and nice start. Bark texture looks a bit too white to me at the moment, i think the white should be coming from the spec and not the diffuse. Is it going to be diffuse only or will you be adding spec/normal as well?
performance reasons, though it could be possible to trick it, try using the light vector in the emmsive and diffuse channel, and just multiply by 0 to remove it from the diffuse. if that dosnt work perhaps just implemeant it vai a custom lighting shader
@Zerahtai They are Unlit, but some champions like xayah and rakan has specific specular shaders also detail map. Mostly they only use diffuse map, all the other details such as reflections and light fx are faked on the diffuse texture.
Diffuse, normal, and specular maps help you create a wide variety of surfaces. diffuse map = base color normal map = surface curvature/detail specular map = intensity/color of the highlight More http://wiki.polycount.net/CategoryTexturing
Diffuse is awesome. The gun looks like matte plastic with shiny plastic for the grip, though. Darken the diffuse if you want, brighten the spec dramatically. Even matte guns have a lot more sheen than that!
I think the normal map in this shot is much bigger than it will be in game. It also makes sense why the diffuse doesn't match, you can bake normals at any resolution, but try authoring Diffuse that high.
how about combining your handpainted diffuse with a normalmap baked from a highpoly following your forms from the diffuse map? you could bring in some exaggerated hard edges, to mach the stylised look.