Hi guys, I'm currently texturing my character and ive baked a normal, AO, and a specular map in Maya for a Model but wanted to know peoples own workflow on a diffuse. So far I've painted basic block colours for skin tone and material and then overlaid the baked maps to exaggerate the basic texture, but is there any advice…
Yea, it would. Assuming the mip maps are good that is, but for example in UDK you have no control over that because the SDK calculates them by itself when you import. Though it does offer different options for mip generation.
yeah, bugo is right and when I zoom out in marmoset or even in ps the texture has dithering. But I am doing this for cinematic in UDK and the character will be shown in close distance so it looks fine there but yeah it depends on the distance.
Whitcher 2 has a lot of cloth like that, it does look amazing in cinematics, at medium distance it can look odd and dither, but in 3rd person it looks great again, so it depends on the use I guess :P You could just turn down the contrast on the pattern too, that'd help.