Getting the diffuse map to work with a good volumetric normal map is tricky. You want to compliment the forms, not break them. The easiest way is to start with a light bake from the high poly, since that will assure your details are 1:1 in the right area. Since you now have "real" volume that lights in the engine, the need…
Thanks for the pointers "poop". Ill go back and try to make everything work together and get the details to pop out as you said. I did start with a cavity map converted from the normals map but I strayed quite a bit as ive painted the diffuse and everythigns ended up looking really flat. I think Im just not getting how…
Hi everyone, First timer here, I need to start playing with the big boys and get some creative input. I was looking at "Vidars" low poly work posted the other day (and many others on this board's) and trying to figure out the steps I need to take to get my work up to his standard. My viewport image (max DX standard shader)…