Yes, gamma corrected textures(sorry I probably should have made that clearer). I cross checked the two materials, and the ONLY difference I could find between them is that the one that is correct looking had a "SRGB/Gamma corrected" diffuse map while the other diffusemap did not. The diffuse mean of the correct looking one…
I had this idea for a camera that would create a spec, diffuse, and normal of the object photographed. It would only work in total darkness because the flash would be adjusted for each map. The first flash would be normal lighting conditions to get the diffuse, the second flash would coinside with the second picture and be…
Hmmm - well I've gotten it working by applying the bump map to thte diffuse channel in high-poly model's material, then rendering both the normal map AND the diffuse channel to the low-poly... then switching the baked diffuse to the bump channel. The bump maps in MAX are nowhere near as detailed as the ones I have in…
If you are looking to do this with just a diffuse, my advice is to work on lighting, and less with the noise and grime, then use noise and dirt as a blending layer above your lighting info. I started out texturing low poly art with simple diffuses because my downfall was understanding light and shadow. You seem to be…
Scythe: Regarding your questions; The hair and eyes stuff I'll explain more in part 2 :) Im almost done with it. The Specular is something that I work on while im going along with the diffuse and though it doesnt really start to take shape until the diffuse is really starting to take shape. Its difficult to say 'heres how…
sorry that I Haven't been updating so here I go, Made my first modular set from the 3D motive tutorial, but thats not to interesting I guess so no pic. I managed to get that circular part looking correct on the block but I seem to have deleted it :( here is a very simple panel thing A whole bunch of paper airplanes for an…
Thanks @lotet! You brought up a good point. I probably got a little carried away with getting some of the values to read (and not factoring in much of a lighting setup until now). Here's how the unlit diffuse looks on the model. Here's the diffuse texture for the skin and hair. Here's the same for the gear and clothing.…
Here's some of my 3D work. Note that I've just gotten around to putting my 3D work up on Artstation ready for Marmoset viewer so there's not much there at the moment but I'll be posting more gradually. Playable Shark from Hungry Shark World (Created from own concept. 3.2k Tris & 2048x2048 texture. Normal and Diffuse map)…
That AO technique you tried isn't working. In fact I'd say you've put too much effort into something with little to no great success. The floor tile feels blurry up close. If you wanted to do some fancy shader work, you should have focused on breaking up the tiling diffuse some more and used a lerp mask with different…
Definitely coming along, nice! The only thing really getting to me is that the normal map seems to be carrying all the weight of the damage while the diffuse still looks relatively clean. One thing that helps me is in PS have your normal layer sitting over you diffuse layer and drop the opacity of the normal layer to about…