Ah yeah, that makes all kinds of sense. I get back in town Sunday so I'll probably fix up the diffuse and spec then. That stuff will be easy to change.
Thank you for the direction and explanation. So then, do you ever just apply detail textures all around in the Diffuse channels to see if it reads well, and then color them?
Hey MoP, Actually, it's a straight up decal with a different set of uv's like you said, but no normal map, just a diffuse. KMan actually did the original asset.
iirc, the statue ingame render is just the diffuse and ambocc, no spec or normal or lighting there, the ingame model itself looks much better than that and looks more detailed too.
What I'm considering now is low rez diffuse, mostly flat colors for characters, and straight up vertex painting for buildings and props. Thanks for your guys' help.
Orgoth, you're astute and impecable verbal prowess is unmatched by any mere mortal man. Anyway, added some swirls in the diffuse, it helps it out significantly i feel.
Hahaha hot! Personally I think it could do with more shadow on the diffuse, though; really push the volumes, especially on his clothes. Other than that, it looks awesome.
Thanks guys! Guess I'll throw these in here. More League of Legends skinning. No spec, no normals, just good old 512 diffuse on someone else's confusing uvs
Not sure if this helps in unreal, but I've seen this in low poly situations. cap the wheel's cylinder with one tri and texture it with the hubcap/tire diffuse map and then alpha out the remainder.
Are these basically just meshes with diffuse only? How did they light this with little to no shadow? I am seeing some shadows which I question if are just baked in rather than rendered. Also confused about the hedges.