So much of this hinges on whether we’re talking about texturing for a diffuse-only engine, or for PBR. For PBR all that evidence suggests that you paint in any highlights or form shading very weakly (if at all) and let the engine do its thing to generate reflections. All the cool extra detailing comes from the normal map…
@pixelb I'm not talking about PBR! Strictly Diffuse-only, no PBR, PBR sucks! That was just a stupid experiment for some reason, don't think about it! Sorry for the confusion. Striiiictly handpainted stuff.
Nice study. Just wanted to point that wood looks like a caramel chocolate. As for a whole topic about orb/faf textures i do not think that this is hard. Its quite easy if you understand what are you doing. First of all you need to know what matcaps actualy are. And the answer is simple, its a phong model set to camera and…
Hey, so how do you define materials in your sculpts, do you have any special tricks and best practices? How do you define materials in your hand-painted textures, any tricks or best practices there aswell? Such as "Rock has low contrast and not much highlights." - "Metal has high contrast and bright highlights." ETC. When…
I think using a baking workflow for hand-painted stuff tends to work okay for matte materials, but for things like metals and gems you're going to have to paint in strong reflections to sell the material definition. I also think having a strong cavity map on everything tends to give a strange outlined look that's neither…