Tuscon has a good method, to me. Assuming your AO has enough information, overlaying by setting the Layer Blend to Multiply works best. It's a tad annoying if you're miffed abot turning layers on and off, but it's not too terrible. Have you UV'd out your model in a sensible way as well? Like a shirt has its own islands, it…
try this : That tutorial listed above ... it might be good for whatever the artist wanted to achieve at that time, but the result is nothing but an AO map. Then again it might have been really useful - but it simply isnt what he claims it is. I personally like a 100% layer of real 'ambiant' AO, with a 50% layer of…
So I've done all the skinning for the model, and am now animating (fairly badly) the character. The textures are also finished. Once the animations are done I will optimise the textures for game and export the kfs and niffs. 'Beauty' render might be up later if it looks good enough. I would like to revisit this character…
i would use a photoref of some leather in decent condition, than take some other photorefs of damage and make them black and white mask from them for a new layer. than fill that new layer with black, set it to screen or lighten and start painting in white on it where you want the worn leather. that way as you paint to…
you only do lowres textures right? ^^ I gets a hell lot more annoying if you have large texture pages with dozens of layers, bakes overlayed over colour layers, normalmap and spec together in one file, then saving as a copy is way faster, if you save such a posd every few seconds you'll never get to work on it as saving…
the unscattered map can be thought of as the very top layer of skin. if your caucasian then this would be a grayish yellow color, think undead or zombie. what gives the pinky red undertones come from the blood underneath. for more of an insight on this layer and the shader as whole i suggest this tutorial, its where i…
What meshes have you seen that have separate AO maps that are used in game? I'd be interested in seeing which games are using this, and what their assets look like - any links? Generally I just use AO maps as multiply layers over the diffuse and specular maps, but they can also be good when used as masks for other layers…
above and beyond the fur, you're global lighting is irregular and I think thats what Johny is trying to get at. Try baking a nice directional and GI bake lighting pass and layer those into your diffuse map. Work in grayscale only to get nice volumes defined and all your critical stuff reading well at intended viewing…
Or how about companies that post a job that you're exactly qualified for, apply for, go on a round of interviews for, they turn you down with some excuse like "the jobs been put on hold", then about 2 weeks later post the same job again, you try to contact them about it but get no response and six months later said job is…
I never see a baker that would bake object space bent normals. But assume it's still possible to do as post editing with 2d compositor probably or with node based shader system bending object space normals. I never tried this although . Baking soft usually do tangent space bent normal maps as far as i know. An advantage of…