For both my diffuse and spec i use the same AO/LM. What i do here is just create a layer group above both my diffuse and spec layers in my psd. The reasoning for this has always seemed pretty sound to me, the less diffuse light something is getting, the less specular reflection you're likely to get as well. So would i used…
A surface normal is white/1 when directly facing the light ray (light ray is opposite the surface normal), 0/black when perpendicular to the light ray, and -1/(also black) when facing away (the light ray is the same as the surface normal). Per uses 'sub-black' as an artist-friendly way of representing a negative number…
Making a quality texture has nothing to do with making every edge white, but understanding that what makes a good, dynamic material is how your diffuse, spec and normals all work together. The spec should never be a second thought, and in fact with materials like metal, is much more important for believability than the…
Hey Kimono it's good to see you doing next gen stuff, I've seen your stuff progress a lot in the last few years. I agree with Earthquake though, you need to really spend some time popping your spec and focusing on bringing out the materials. The lighting in your diffuse could cause some issues and is probably worth looking…
I'm sorry if I misunderstood you but I got the impression that you were suggesting that checking it in-game would have been a waste of time because you had already told him a better way to do things. If that is not what you were suggesting then I apologize. If that is what you were saying then I do not. Either way, I agree…
Yeah, except it actually appears to be of a high standard in practise. What ever happened to going by whether something looks right rather than make adjustments based purely on what's the norm? Its a first person model, it's not a world model, it will be "right-way-up" 100% of the time. Clearly the world model would be…
He used a ground plane, skylight, and light tracer to bake a little diffuse lighting. The effect is minimal but will help keep the weapon looking good in all lighting conditions.
No if you are trying to do something like fake a hole, it make sense to use pure black in your diffuse and spec in that case, anything else will ruin the illusion. The problem comes when you're using pure black in your shading, for parts of the model that you do want to have lighting.
gets triangulated anyways...you may get issues if the mirrored triangulation creates smoothing artefacts different from the other side (that the normal won't correct) looks good, a bit too brushed for my taste, but good nonetheless, reminds me of wannabe_'s (I think that was his name) Diffuse only CS weapons work, back in…
hah talk about swelling heads here. Yeah weapons are not upside down usually but quite often there on their side laying on the ground or perhaps a table. Baking the shadows into the diffuse like he has it would look silly for a weapon laying on its side. The spec map is crap. For starters why is the bottom less shiny where…