Depends on the engine. Typically you multiply the Ambient Occlusion into your diffuse to give it extra shadowing depth. Engines like UDK and Cry Engine also have in-engine AO that gets applied to your model based on your mesh itself. Combined with an AO map it can really improve the look of a model. Gloss maps are used in…
Diffuse normal specular and gloss are the most important ones, gloss controls how large and soft, or sharp and small specular highlights are. It is very important for material definition. Specular color can be important for some materials, read this http://www.manufato.com/?p=902 Height maps can be used as blending masks,…
Hello i am new to the forums so thank you all for choosing to view and reply to this post. I want to know why are there so many kinds of maps and how many maps can an in game realistic model really use in an engine like Unity, Cry Engine and UDK ? Im mostly talking about the Ambient Occlusion, Gloss maps, Height maps,…
I'd really appreciate the tutorial TorQue because it seems that whenever I start texturing I am asking a lot of questions and I haven't been able to fully grasp the proper uses of each map other than the basic Normal, Diffuse, Secular and Transparent maps. I've never testing overlaying maps in Photoshop until today which…