Hi there, I'd say you are thinking about this backwards. You are assuming things about the past based on what you know of game art and 3D software of today, which I suppose is an intuitive thing to do ... but this leads you to imagine things about previous tech and workflows that just don't apply at all. - First off,…
I don't remember exactly when I started baking normals exactly, but I do know it was in max 8, which came out in 2005(?). I had tried my hand at it but my PC wasn't fast enough to render even a million tris. I was poor and on a laptop my sister gave me. If I remember correctly, it didn't have a GPU, not even an integrated…
technically its the same? you can create the same values and materials. just with different channels, gloss is the same as roughness. and making the diffuse black and coloring the spec isnt something that couldnt be authored much the same way. but besides all the regulations and simplifications that came from those. metal…
Hello, "How do these textures look so real on the colormap alone?" These diffuse textures look real because the artists who painted them understood the properties of a given material (similarly to how someone would assign roughness values), but *also* knew how to represent these materials like a figurative painter doing…