That "diffuse texture" really depends on the end application of the asset. If you are going to present it with unlit shader, then you don't even need to delight it, and then its probably good as it is. If you want to use lit shading, you are better removing the diffuse and specular lighting from the scanned texture, or try…
You need to use custom lighting for that, also, don't forget to Constant Clamp the Lambert term ;P I remember asking the same question, and Jordan (one of them Epic artist peeps) told me in the thread that using Diffuse directly is showing off all the information, even those you don't need since it's already the diffuse…
Ahhh reason its looking poor is that your spec map isnt even a spec map... its a greyscale diffuse map. Your spec map should contain colour for a start. It will help sell the different materials a hell of a lot more. But also it wouldn't look totally different. Lets tkae your Gorefang model as an example... Look at the…
I finally had the time to finish this! I have been very busy working a 9-5 studio job and doing freelance in the evenings which left barely any free time for me to work on my own things. It was a tough decision for me but I finally decided to transition to full time freelance because it's been working out well for me. I…
thank you for your quick replies! i used crazybump to create these normal maps (not from the diffuse, though, from height maps). but it's not about normal/specular maps; i want to polish my diffuse maps first. i'm quite happy with the two i linked, but what i need i a general workflow how to process my raw images to get…
Lookin pretty good nice work soldier. I agree with GCMP about the diffuse and spec, they need some work. I think you need to take some of the dirt and grime out of your diffuse and put it in your spec. I think you're diffuse is really way too dirty and dinged up. Some damage and dirt in a few places can really add detail,…
Well I would only ever work one or two layers if I was doing diffuse only (usually use one layer per "material" for example flesh, metal, cloth etc), and then one or two layers for overlays and tweaks. Maybe 10-20 layers for a full character diffuse only, all named and ordered nicely. For normal/diffuse/spec etc it gets a…
By editing the MIP maps. Fade out the normal map very quickly in the lower mips, and the diffuse too, any parts with high contrast. http://wiki.polycount.com/wiki/Mip_Mapping
Hello guys, iam working right now for a little project using the new nDo from the Quixel suite. At the "old" nDo 2 i could remember that i was able to select the maps you've created and copositing them above channel links - named like normal/diffuse etc. - to overlay them all on a 3d view. (To See how Normal and Diffuse…