Could you expand on that a bit more. hows is having a bright low constrast diffuse texture more realistic, surely this is totally dependent on the physical properties of the surface. how do you handle objects with low albedo? (isnt that what the diffuse map is representing, diffuse reflectance.) I think I must be…
i'm not 100% sure i understand the question, but you simply don't (or ideally shouldn't) put highlights in the diffuse, since that's what the specular component is for. And having very dark shadows in the diffuse isn't great either, as you end up with "unlightable" areas. So midtones is pretty much all you end up with. But…
I would advise against lowering the levels of your albedo/diffuse maps by half to account for any lighting. You are effectively lowering the light intensity of your scene by half but baking that change into your art content and discarding half the precision of your textures. If your lighting is too bright in a properly…
When I say bright I'm speaking in relative terms, bright compared to what people are used to creating in games. Obviously an asphalt texture is going to be darker than a grey shirt but in the past I would say most people have gone too dark. This page may help, it has some examples:…
Came across John Marston's diffuse texture from RDR today, dropped it in photoshop and looked at the histograms. Low and Behold all the values are in the lower half. Way down there. Check it out for yourself on page 1 of this forum http://forum.xentax.com/viewtopic.php?f=16&t=4992
sprunghunt: Interesting. Though the point about Photoshop giving values in gamma space is confusing. My version appears to give RGB127 as mid gray and not RGB186. I tried copying their example images into photoshop to see if I could replicate their results. The second image doesn't seem to give a value of 0.08 at all (even…
I'd love to know more as well, it's an interesting topic and I'd love to understand it better. I understand the ideal of removing lighting from your textures and making your diffuse absent of as much lighting as possible, so that a good lighting system can do it's work in the most accurate way possible. What I don't…
On photoshop being in gammaspace and not linearspace The easiest test is to create an image with every other pixel being black and white, then put what photoshop says is 50% grey (127,127,127) beside it. Notice what photoshop says is "halfway" between white and black is actually WAY darker than the image with every other…