Since it's an old system, and if you look closely, you will see that each piece is lighting it's own color. So keep it simple, just mutiply the diffuse by your fresnel term and add ontop of your final output.
Holy project resurrection batman. Finally getting round to finishing this, Ive done all the bakes and have just started the diffuse texturing now. Gonna need to paint out the tyre seams in ZBrush i think?
This is pretty cool man. Can we see your diffuse/spec maps? Right now it looks a little flat to me. Maybe add some variation in the spec map? I would love to see this in game.
Hahah, @JacqueChoi yes they are actual Villains. @Orgoth02 from my old website, I just had a 1024 of it next to my weapon to show off my Diffuse... but I didn't watermark it so.. they just napped it.
Thanks again Frostbite! Finished up the submission! Onward, to the future! http://steamcommunity.com/sharedfiles/filedetails/?id=693784460 Beauty image Concept image: Diffuse map (original content do not steal =P) Presentation shot
Here's the wires. The mesh is far from optimized, but I was under the impression 20k tris is mid res. Still trying to wrap my head around textures beyond Diffuse and Normal maps, all in good time. :)
So, I worked a bit more on the texture for the sign, giving it a bit more dirt to make it more interesting. I also started on a barrel, though at the moment i has only diffuse and no specular map yet.
Since you mentioned zbrush, then no, UVs are not necessary on the highpoly sculpt for baking normal or diffuse maps. They'd only be needed if you were baking inside of zbrush (since it requires the highpoly and lowpoly mesh to be the same tool).
Good stuff Brittany! (This is Dylan by the way.) Loving the colors and texture of the Ted character. Is there a link to his original design and your texture maps? I found the diffuse map, but I'd really like to see the normals too.
So then is it common practice in the industry to use photographed textures to add detail to albedo/diffuse maps? Or are there other workflows to create realistic looking textures without using the photographed textures directly? Such as using the photos purely as a reference.