Worked more on the sculpt and baked a normal map. I also put together a quick diffuse map from photos. The diffuse may be helping the likeness, am I right? Any comments are appreciated.
Here is the water demon in Maya's high quality display with normal, diffuse, spec, incandescence. The diffuse, spec, and incandescence maps still can be changed. Here is the newest pictures. Critiques are welcome, it is still a WIP:
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?
Eric is right i used the Composite Map in the Diffuse Channel not the Composite Material. Just pick a standard material and add a Composite Map in the Diffuse and you get what you see in my Screenshot.
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?
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?
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.
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
@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.