Good point, however technically AO map should only occlude the ambient light on a model and the diffusely lit bit should have the albedo/diffuse without the darkening. It's subtle and I'm nitpicking but just for clarity. I have dumped AO into diffuse before, depending on the tech you are using it can be the only way to get…
Thanks Eric, good link - you are a fount of knowledge. So I've had some successes in 3DS with light maps before, but as for taking those to my engine and using them multiplied over the diffuse of these multi-textured environ objects, how do I do that? I'm familiar with the process of AO bakes multiplied over unique…
Could you ramble a little more on this topic? I was going to start a thread myself pretty soon asking about this technique, I have some environ assets where I want to use AO but the diffuse are done with multiple material IDs and tilable textures. It doesn't seem like the diffuse UV's will be at all compatible with AO…
another map not mentioned here that is pretty common is ambient occlusion maps. Most of the time these are baked then put into the diffuse texture though.
I added a list of common texture types here. http://wiki.polycount.com/CategoryTexturing Yep, the asset and direction should dictate what types. The most common are Diffuse, Emissive, Normal, Opacity, and Specular Color.
I'm in the process of getting my portfolio up together and was wondering what types of maps are currently being used in games, and whether to show them in my portfolio. The following I assume are the basics and should be shown: diffuse normal specular - coloured (not black and white) But I have also heard a lot about:…
Yes. Depends how your multitexture stuff works but whichever way that is handled, there will be a number of meshes with associated textures. Each mesh would have its own diffuse(s) and normal(s), spec(s) etc. (tiled if that's how it's organised) and also a sampler of the lightmap/AO whatever you want to call it. A bunch of…