you should get some spec maps and lighting on that thing. its looking a bit plain currently. the normal map seems completely lost in the diffuse texture, or did you disable it to work on the diffuse?
Be sure to use normal maps! Diffuse is just one of many components that go into a material. If you're using only diffuse, you're using only 1/4 of the material's potential, and at best 1/3.
Unfinished texture. Single bone weighted to entire model, skeletal mesh in UDK. Diffuse and Normal maps applied. Gonna finish the diffuse, work on the spec and gloss. Then finish the rig I've started and animate...
Played around with proportions a bit and added a layer of ambient occlusion to the diffuse. What do you mean, bake in lighting? Do you mean set up lighting in the scene and then render it on top of the diffuse?
this is incredible, i'm really loving it the bandaids look kind of subtle now... but that's how they should be in the normalmap realistically, let the diffuse do most of the work for those little suckers so... diffuse next yeah?
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.