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…
Sorry, didn't realize you were being facetious. I'm not messing up UDK's lighting math by texturing the way I've described. If I want a surface to bounce 50% of light I know how to do it and what it should be created as in photoshop, how is that incorrect? This is not messing with UDK's gamma correction. This is in fact…
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:…
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…
I'm not exactly sure what you're getting at. YES it's true that photoshop is giving you 50% grey in gamma space. It's not something that's really debatable. The point I'm emphasizing is gamma space is useless and it's deceptive to use the % numbers in photoshop to guide you. When doing math, adding images together,…
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…