Regarding the texture creation process you might get some ideas by checking out the polycount wiki. I would start with the diffuse, then create a matching normal and specular last. Also, I would isolate a small testing environment, like a house? With the diffuse you could blow up the original texture to desired resolution,…
@LDKSuperDante I think you can cover a lot of ground by experimenting with "detail textures", which are secondary textures used to add more noise to a base texture. They can be used on top of any maps be them diffuse, specular, normal (especially normal, as they affect lighting the most) by being blended in different ways…
Hello everyone, hopefully I'm posting this in the right area. As I've posted a few times on these forums, I'm remastering a game called Dragon's Dogma, with the goal of creating 4k textures that match the originals as much as possible, without using AI upscaling. The game uses the old style of texturing, with Diffuse,…