I just skimmed through the video again and it wasn't as bad as I remembered. However I do still have some critique: 1. The example models and textures are horrible (no big details on the highpoly, crappy UVs, no silhouette). You admit this yourself, but even so I think you could use some models and textures you've got…
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,…
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…
Sure thing. I'll see about putting together a simple tutorial shortly. I need to make some rock models for the environment I'm working on so I'll do that in the next few days and hopefully in a week or so I'll have the tutorial ready.
Object Space maps give you absolute values on a normal map, tangent space normal maps or regular normal maps gives you normal detail based on the relative normal tangents of a model. Tangent space normal maps are more prone to artifacts, errors, and unsynced tangents, but are more flexible to use in game engines, object…
Seems like a lot of discussion has been going on since i last made this post however i wasn't updated that anyone had said anything? that's pretty weird. To be fair i am the type to sit through hours of video to figure out what i don't know because i feel i should just be that dedicated to my passion. i thank you Torque…
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…
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,…
Not to hijack the original post, but the whole purpose was simply to show what to do with the materials once you have them not how to actually make them. I go over everything step by step and I show multiple methods on how to set up the material all of which work aside from the constant value in the LERP which I corrected…
There are some false and misleading information in your tutorial. When explaining AO maps you show shadows from direct lighting (sun) which is no ambient occlusion at all. Your AO map is probably not normalized, that's why it's mid grey rather than white with some darker spots (which would work just fine for multiply blend…