The image is a section of a diffuse map for a model of a tractor. Most of this detail is mapped onto flat surfaces as you'd expect for an in-game asset. Besides the reflectors, I don't understand how most of the detail for this diffuse map was generated. Especially the details of crevices and edges. I'm assuming it came…
Personally I'd lean towards this, as this doesn't involve any highpoly modeling at all - just manipulations on a good old lowpoly model and nothiing else. - Lowpoly model with hard edges - bevel node to generate smooth antialiased edges - baked to OS normalmap to store this edge information - hard edges removed from low,…
Thanks for the ideas, using your terms gives me way more discussions to look through. If it matters the game came out late in 2014, same year substance painter came out. If I'm understanding your curvature overlay idea I might I found an example here that I'd be able to use in blender I also looked into Substance and it…
yep looks like some kind of "edge" render to texture overlay if edge angle is greater than 180 you render light and if less render dark. Back in the day in max you could use vertex shading script "pits and peaks" then render to texture that, IIRC there were a couple of free plugins to do the same thing (without going…
Looks like a curvature map edited a little and overlayed over the top. Depending on when or where it's from it could also be some substance painter generator result that works with edges and crevices.
You'll find plenty or ressources about baking curvature maps from high to low, as this is one of the very essential passes used for texturing and pretty much every baker supports it. There are also ways to such data directly from a normal map (since in many cases it contains all the needed slope information), either with…