For metals, the albedo is essentially the same as a traditional spec map, no difference really, the map controls the color and intensity of the specular reflection. Diffuse is set to 0 for metals as well (metals are very dense, too dense to diffuse light and their color comes almost entirely from reflected light. For…
@Matt_Hjellen - Thanks and Yes! I will be adding details to the diffuse. @Makkon - Thanks man. I will dig through there :) So I did a lot of polish to the eyes. Started painting up the diffuse a bit on the clothes. No material work yet really. Just getting the diffuse where I like it. (Also rendered straight from marmoset…
on question 1: this is down to energy conservation. because your reflective colour is purely blue, it removes any blue from the diffuse (which is white) which leaves green/red still being diffused, green + red = yellow. so you're seeing a yellow diffuse with blue reflection in the first image. in the second image, anything…
an AO pass is the starting point for a LOT of diffuse maps, so even though you don't think you've seen them, you probably have but as one ingredient in a whole tasty diffuse cake :) It really kicks the diffuse even though you don't paint in higlights etc, having AO in the mix deepens the final image from being too washed…
Depends on the game engine you're working with, and the platform you're aiming for. Like, if it's for a mobile game, you'll just bake all lighting using the diffuse UVs and combine with the diffuse in Photoshop. But for PC or console, the shadow map will often be calculated at runtime. The GI map should probably be masking…
Not really, you still seem to have the same problems. The reflective areas like the chipped painted metal, and chrome areas are still much too bright in the diffuse map, and much too dull in the gloss. Metals reflect the majority of light that they receive (so they are very reflective, and not diffuse). Your diffuse…
Thanks for your kind comments guys :) @Stickadtroja: good eye, in fact these models just use diffuse texture ingame, but I decided to setup a scene in Marmoset to take the pictures to show; so as I don't have specular maps I used the diffuse of the models as specular, I know it is a botch job, but I think that they look a…
The diffuse map is just a placeholder for the texture artist btw. I usually process a diffuse map so noone needs to take the time to select and seperate the fiddly bits from the bold bits... in case you thought that was a finished diffuse. Moose was originally going to texture this piece up to demonstrate how that side of…
I'll try and explain it as well as easily as I can, correct me if I make any mistakes guys, but remember I am generalizing. So, the lights aren't actually bouncing photons around the scene two times and then showing up in the camera, but this method approximates what that would look like and performs fast enough to be…
There is just a lot visual noise in the normals and diffuse that really counteract the details. Its the huge amount of what looks like ZB noise generation on the go in your sculpts, no matter how you affect the normal map you can't separate that noise from the details you sculpted. If you have the time / willpower to go…