what are you guys doing to get the lighting to come diagonally from the top left? are you combining the green channel of the normal map with another one? I'm able to get a similar result but it involves 6 photoshop layers with the red and green channels set to different blending modes.
Oh shit! Nice revive @wirrexx haha, thanks for taking your time to play around with the bakes! Yeah, one of the biggest takeaways from this thread is that you can't run a mediocre sculpt through gradient maps and a nice stack in photoshop and expect good results. I was looking at tutorials from Faf and Orb etc a couple of…
I wrote a response to this last week and polycount ate it,
twice. Something to do with posting attachments? Anyway, @Jacob, your third attempt is killer. Matching the
reference was a really good call. #4 is good as well, but you could give the
directional light a stronger color and work more color variation into the stone.…
@tomenjerry : You're probably right. Here I was, just rushing a sculpt to have something to test workflows on. I've come to realize that there's no shortcut, the sculpt has to hold up on it's own aswell. I made a bunch of new alphas and redid the top two bricks ( Didn't have time to touch the others I'm afraid. ) @PixelB :…
I've been working on a node setup in substance designer, to make a hand-painted map from a height and normal map. Tried it with your maps then worked some on it, think it turned out ok, some parts, like the highlights are a bit underdeveloped right now.