Also, I just wanted to ask; your diffuse for the wizard; did u simply block our the colour then overlay the normals to get the creases, and then a AO for highlights? How was the diffuse made/base texture made is what I'm asking! Cheers
Not a bad foundation. I think your edges could use some pop in the diffuse. I recommend baking out a cavity map and overlaying over your diffuse. You could always download Gnald and give it a go pretty quickly.
thanks for your comment gilesruscoe Model has just diffuse, project is a mobile game, so models must be ultra low poly with simple shaders, this model is about 1k tris with just a diffuse texture EDIT: BTW, lighting is flat
here is my crit. Basicly Make the diffuse darker all over. Then make a copy of the diffuse with out the GI overlay and invert it for the base of the spec map. Up the contrast and add the GI over that and add some grunge to break up the spec.
Normal sounds odd when you already a substantial amount of diffuse in there, normal map reacts when there's real time lighting added in and with the diffuse in there might want to be a little careful with it. I like the skin texture though, it looks very gamey.
Last update, Im still confused as to how my diffuse is not showing up properly. Like in the mid pic, it shows it good. but in other angles in doesnt. Still having trouble on properly showing the diffuse info. Any tips ?
Looking good. In general a metal texture's diffuse should be pretty dark, and the specular is very light. It differs based on what metal you want but chrome would basically be black diffuse and white specular (not speaking to gloss or whatnot).
hey Eric. Sorry,im using studiomax8. I just went back and double checked the Diffuse slot to make sure I hadn't set the .tga as a sub-map,the diffuse is definatily just a solid gradient. John
>> "Can I use other maps other than Diffuse? Yes. You can use Alpha maps." Diffuse + Alpha(if needed) only. I'll say try painting the fx manually on texture its looking nice.
here is my workflow Model and unwrap mesh > bake AO > paint diffuse and bump and specular > use BUMP info for new AO > create normals based off of my bump/diffuse. apply normals, discard bump.