You'll need at least two UV sets for variation. A very simple method is to tile your texture on your first UV set, but not to use too much grime in it. Then create a grime texture which will be used as an overlay, put that on your second UV set, and make sure it tiles at a different interval. If you want to get more…
It depends, you can use crazybump to help follow the details of the normal map when painting your diffuse. But yes some fine details can be extracted from the diffuse, most textures are a mix of both methods.
Are you going to add an emissive map, or are you just going to be sticking with a diffuse map? If you're just sticking with diffuse, you're going to want to push the lighting way more, especially with any light emitted by the lava.
You mean i have to create new diffuse maps for the lowpoly mesh? Cause i have no idea that i can bake a diffuse map, i always thought baking is just a process for normal maps...
A bit of progress on my Kaolin set. still need to work on refining the skinning and make some of the diffuses better, but pretty satisfied so far (Weapon is only diffuse and normals, none of them neat masks yet.)
imo the lightness is fine. you don't want too much contrast in the diffuse of an object because it tends to lessen the effect of lighting. in real life things tend to have very flat diffuses that arent all that light.
[ QUOTE ] guess I made it without knowing I did, so what is a diffuse map exactly then? [/ QUOTE ] Diffuse map is the texture you've made. They reflect the colour of the surface. Looks awesome, especially for a first try.
why not add spec to diffuse when hes only making a diffuse? :o and nice work, it does remind me of warcraft :) the pants do look a little too plain though compared to the detail in everything else
are you doing a specular or are you limited to diffuse? i find a subtle diffuse and a stronger,bright specular gives me good metal results... atm yours looks too much like concrete than metal.
there is no prefixes for this maps so me and a few people are lost. one of the seperate maps. This map is stored in the diffuses alpha. Here is the character these textures go to. I left out the diffuse and normals on purpose since we figured what they where. Any help is appreciated!