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.
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…
Ok tutorial is up. Longer than I originally planned, but it coves what the maps are and the different ways you can use them all in UDK. http://youtu.be/4vnwsnRwcyk
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…
Not everyone has annotations enabled, and you should not do a video tutorial if you don't know 100% what you are talking about. Sometime a beginner might look at this video and think this is right information, which is no good, since these videos are mostly aimed at beginners. Also saying that gloss maps are not necessary…
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…
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…