I think the problem with my normal map is the part of render to texture ...I will keep working on improving the diffuse map and making more normal maps, thank you all, you are helping me a lot :D
Updated today working with color placement and figuring out a set style. We plan on using a 3-color scheme, with most of the detail being baked into the textures via AO, Cavity, and Curvature. The floor will be diffuse only.
IMO i think you need a better normal for the tile sheets. The diffuse looks great, I just with there was some lines in the normal, outlining the shapes. But not to big or deep, cause then it wont read well over the floor
Yes it will make textureing the diffuse harder, but will fix your issues. It is all a balance of having fewer seams versus having proper bakes. Thanks for showing me your high, I tossed a critique up over there.
How does your mesh look like? What maps are you using (diffuse, spec, displacement, sss)? What renderer do you use? Arnold, Mentalray, Vray, Cycles? And whats your light setup?
His face is what mostly bugs me, his eyes doesn't look right and he has a weird face.. Plus your diffuse textures and specular doesn't help to show the normal map underneath them.
Even with that ability it's not very accurate unless the input image is polarised. I think there's a tool in Unity called enlighten that's meant to be very good at polarising scanned data like photogrammetry that hasn't been shot in diffused conditions.
Gotcha. Thanks for the reply. Any tips for making my diffuse maps now with UVs that are split apart? Even though its only a few pixels, seems like extra work to get the texture to flow properly.
aaaah many thanks, very good assets ,now I see your diffuse are so much greater , you don't need to care about the normal map. Keep going, I just subscribe to watch this:)
Wow that diffuse texture looks amazing. It really sells the metal. It has alot of different kind of bumps, scuffs, and dings. Was it alot of like perfect photo sources images to get the damage or was some of it painted? Or a combo of them?