Hi, I'm new here, and I'm really confused. I personally like to paint my textures in Photoshop as my background is illustration. I often get the diffuse to where I like but have absolutely no clue how to create normals, AO and specular maps from it? From what I've seen in order to get normals you must make a high poly…
Typically you model your highpoly first, then make your lowpoly/uvs, bake normal and ao maps, and then you create your diffuse and specular/metalness and gloss/roughness maps to match. There days, with modern shaders, there isn't so much hand painting to be done. Most of material work is accomplished by defining base…
Yes and no. You can use something like nDo for creating normal map details in 2D: http://quixel.se/dev/ndo However, a normal map isn't simply detail. Its a complex set of math that uses the normals from the high poly to replace the low poly's mesh normals. You'll never be able to paint a normal map to the same accuracy,…
It just seems so time consuming to make a high poly model in order to bake down on to your low poly, is there anything that allow you to paint a normal map? Almost as if you're painting in the depth onto a 2D normal map? I feel like I could achieve what I want much quicker that way.