@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…
Thanks for the advice! I'm not sure if that's quite what I'm looking for with my textures, but that could come in handy later. I didn't know these kinds of textures existed.
I've been using Gigapixel AI for 3 years, I just grew dissatisfied with it after a year or 2 and wanted to make textures that weren't obviously upscaled. Upscaled textures have a very distinct dead giveaway, they always look crusty and waxy.
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,…
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,…
Hi again, I need to correct these two things where I dropped the ball: - I said "modern texturing workflows using photographic sources", but that's actually the legacy workflow. The modern one is using Substance Painter to create procedural textures (pretty much infinite resolution, if you're not using any raster maps in…