Don't make the grass as directional fibers. Rather, I'd go for something like that: PS2 jRPGs are also a great reference for hand-painted, diffuse only foliage. The rest is good for now IMO.
This is my first texture pass. it has a just a diffuse map and I'm trying to figure out what kind of detail I should put in. Any ideas? image 1 image 2
Generally speaking, ya that's how it works. Getting hacky you can try and whittle down LOD 1 to retain the same UV's but probably easier to just re-bake the diffuse outright.
@anmile duan- thanks! I baked out a normal map and got a basic diffuse and spec map going on now, just need to keep working at it. Here is what it looks like currently.
Can you check which shader the OpenGL view is using and if you have the appropriate setup in your graph (Diffuse if you are using Spec/Gloss, BaseColor if you are using Metal/Roughness).
So now I've done texturing everything in the scene and generating diffuse, bump and some normal maps as of now but does anyone know a good way to generate smoke besides faking it with billboards?
samples of your attempts at it would help. make a good specular map that has some detail that is not in your diffuse, and add a gloss texture, and try using a cubemap depending on the effect you want.
Also always remember to check your compression. Sometimes i get difference in normal maps or diffuse maps when i import them as png, so try to work with bmp or targa
I've taken a look at every twitch channel and rare are the one who have saved stream, is that normal ? I mean, It could be cool to watch stream even after the diffusion. Thanks guys!