Im entering a mini contest tomorrow, They have asked for something I find odd. They want to see a high to low poly process yet they are only allowing a diffuse map to be used? Is there a workflow I can keep as much detail as possible and bake it into a diffuse map?
Yeah, bit weird. But still possible, grab your normal map, go to channels, select and copy the green channel. Now paste this onto a layer on top of your diffuse map, set it to Overlay and bring the opacity to around 20%, or tweak it to whatever looks best.
Generally for that sort of thing you would bake a directional light map (some might refer to it as a point light map) from the highpoly down to the low to use as your base lighting for your diffuse texture. That is a bit odd though, that a high poly would be required for a contest without normal maps. Try this thread:…
Aw shucks, that's my guy. :> Here's some detail on the layer setup. Not sure exactly why I used both a WSN and pRTP with different blending modes. The way I usually do it now is roughly this: Cavity/Curvature - Overlay Green Channel of WSN - Soft Light or Overlay at 50% opacity Ambient Occlusion - Multiply at 50% Base…
I haven't tried that PRTP method yet. It looks good. But I have gotten very nice results doing an AO bake in xNormal, along with a Cavity map bake in XNormal. Then I take those 2 and Overlay them in potatoshop :-) onto the diffuse and playing with the opacity until it got me the look I wanted. To make it really pop, try…
Thanks for the reply. I have a few more questions regarding highlights: 1. In @Joopson's post, the character has some highlights on pants and wounds. Is it hand painted? 2. In @Fingus's post, the green channel of the Bent Normal/PRTp looks very shinny, which is very cool. How it is made?
Overlaying green channel of a tangent space normal map doesn't make any sense, tangent space normal content depends on lowpoly mesh normals, uv direction, etc. So you're going to bake in smoothing errors and seams if you do that. Like MM says, if you want to pull content out of a NM, it should be object space, as object…