@EliasWick Thank you it is for a first person project, I will try to add more variation in the windows. currently using a 1024x1024 texture for diffuse normal and specular Also going to try to give one building an abandoned hospital interior. Will keep you posted :)
A project organizer for multiple apps would be good, also with options to invert green change on normal maps with a click, and a way to put the transparency map into the alpha channel of the diffuse and the height map into the alpha of the normal maps without having to open an image editor.
So the final in-game models are just straight up geo with bevels? And then smaller detail pieces here and there that are baked but have better texel density? Or are you using trim sheets to run normal map bevels on edges and just tiling the diffuse/detail?
You could do what MoP suggested and then import that into your app of choice and bake your polypaint to a lower poly count mesh that has been UV'd correctly. That way you have your diffuse in tact to be easily editable in Photoshop if need-be.
I'll have to check out Mari when I have the spare time but the price and features feel like overkill for this kind of art. It would be nice to have a Mari Lite, I only need diffuse and rarely go over 512x512 maps.
unwrapped the LP (that only took 7 hours >_< ) working on textures now diffuse and normal maps on the maya scene Any tips on texturing a face? so far I have use a soft brush with opacity low? WIP: Update: with eyes now
3ds Max adds dithering by default. This can be disabled in the Preferences. It's helpful to hide banding artifacts in diffuse or lightmap or other non-precision bakes. But not good for normal map bakes. This thread is a good read on the subject: Of Bit Depths, Banding and Normal Maps
"I guess I can see why specularity is also reflective, but it's a diffused reflectivity. It reflects light, but not necessarily nearby objects." Just think about Vray.There is no specular value.Just Reflection and glossiness.Its the same thing.The "specular" itself is the reflection of the light source.
Go into the material itself in the material editor, using the old compact view (non-node based) Go into the settings for the diffuse map, then set the Blur value to 0,1 and change the filtering method to summed area or none. Should improve the results hopefully :3
Doesnt work in maya 2015, if i click quick assign diffuse: // Error: file: F:/Docs/maya/2015-x64/scripts/ddoMaterialManager_2013.mel line 739: Number of arguments on call to AEfileTextureBrowser does not match number of parameters in procedure definition. //