I'm working on a project with very limited texture space for a large object. I can have one 1024 map and one 512. One needs to be diffuse and the other for normals. In the Infinity Blade talk at GDC, they said that they used large normal maps and small diffuse maps for their textures to maximize the detail for a small…
I dont know much about the hammer of thor so I dont know if you are going for the stone or metal look. The hammer head reads like concrete. If you are going for metal then you seem to be putting to much on your diffuse. For metal I would suggest a dark diffuse with light detail and put your time into the specular. Since…
Lightmapping covers over the diffuse at a higher level, usually resulting in the shader reverting to the 'fallback'. Essentially you end up with diffuse x (8 x lightmap) meaning your original diffuse in it's 0-1 range, by a lightmap with a range of 0-8. If you want usable maps, you'll need to create the UV2 yourself…
instead of using 2 meshes another option would be to create a shader which uses different normalinputs for diffuse and specular shading, a more complex version of this shader would use a normalmap such as jaques posted for the diffuse shading and another one for the specular, making sure the cornea is bent outwards…
Seems like some specular/diffuse/sss/bump/dirt problems all mixing together. Might be easier to help if you explained your workflow? Sorta looks like you texture projected photos for the diffuse, used the diffuse to drive a bump/displacement (I guess would be why you have inverted freckles on the left (our left) side of…
Ok Im calling this one done. It now meets all my original specifications Final package Shader supports 3 techniques. Silhouette view = Simple unlit color + texture alpha Diffuse Only = Unlit Diffuse texture + alpha Full Shader = Support for Diffuse map with alpha transparency, Normal Map, Specular Color Map with specular…
For those who are interested, here is a description of my current setup. First I take my normal map into Photoshop and create two versions of it. To one I apply a Gaussian blur (8 pixels wide in my case), to the other I apply a high-pass filter (same diameter as before). This splits the normal maps into two parts, the…
EDIT: Nevermind i figured it out. The docuementation be confusing my ass. The first is a low detail texture (Layer Texture) with color information. This texture should be less than 512x512 pixels. This texture is visible from far away distances and provides underlying color information for the surface texture. I read this…
Just gonna comment on the texture here; it has some cool areas, but the materials are very lacking. First up, what's with the color? Generally very saturated colors don't fit well on guns, and instead you could try a less saturated diffuse (maybe a blue tone instead?) and replacing it with a more saturated spec. Making…
ok did some tests tonight......man was there ALOT I didnt realise was necessary (maybe still not even necessary now but gave the best results...) Ok diffuse is diffuse and normal is normal, paint your diffuse as you like and your normal do what you must. Effects I played with / enabled/ changed here Diffuse color = neutral…