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…
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,…
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…
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…
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…
If you bake out an AO map correctly (normalized) it will be mostly white with darker (black) shadows. To use this texture you simply multiply it on top of the other textures. It works the same for in Photoshop and UDK, just set the layer to multiply or use a multiply node. With a working AO-map you should not need to…
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,…