They're the same thing. Albedo, base colour, diffuse colour, diffuse coefficient... all just means the colour of the surface under no lighting conditions.
I have been working with a small indie team on a game called Shadow Lab. It's a top down stealth game where you utilize various to avoid detection and hack terminals. You can find out more on the games blog. The are screenshots of the game and some videos to check out there. Anyways here is some of the work I have been…
so if i'm understanding that correctly moose, in extremely simplified math it's something like this for metals? (<diffuse> * (1 - <metal value>) + <env map> * <metal value>) = <diffuse colour> <diffuse colour> + (<diffuse colour> * 1.5) = <final colour> so as you increase the metalness, the diffuse colour goes closer to…
Am trying to bake the diffuse of my high poly object with xnormal and all I get is red... the lowpoly mesh is wrapped to the highpoly mesh perfectly. can't seem to understand the problem.
Additionally, don't have a grey background in your diffuse unless that's and alpha and in that case you could also use one single png to get both diffuse and alpha with an automatic diffuse padding for free. Also your alpha seems rather grey, almost as if it has AO on it and seems to show more of the background than your…