Some small update. Played a bit with colors and desaturation in photoshop while doing a screenshot from a strange angle. Will post more when first city blockout is done. :) Still just diffuse maps and no baked lighting by the way.
I forgot to add these samples of the diffuse and normal maps for the old benches: The only main assets remaining are the abandoned house and the graves. From there, it's a matter of getting all of the assets to 100%, getting physics working and finishing the level design.
Very cool. Maybe a little waxy and grey at the moment, throw a little more saturation in! Just a little! Definitely needs more colour variation on the diffuse texture too, around the eyes especially. Looks very nice though.
Just so everyone knows I am 100% against texture pipelines that require the user to store normal spec diffuse all in one .psd Also storing your spec mask in the alpha channel is a total fail.
Here's a Max grab, using Xoliul's shader with just the normal map applied: And how it looks in the scene, with placeholder diffuse and spec (brightened in Photoshop, because all my screengrabs come out much darker than they actually are):
Well, they may be using them in a similar fashion to AO but those Eat3d ones definitely are more like straight up lighting, baked down to texture level. It's diffused lighting, but it's still directional (which true AO isn't)
Agreed with Justin. Let your Normals/Spec do your work. Try to put as little of detail in the diffuse. From the DA crest i did a while ago, more of a bronze then gold but same concept. (sorry for the size)
Looking tasty :) Overall I would advice to add some imperfections on the textures, especially on the diffuse and roughness of the fruits. Also I suggest to explore some options of the SSS on the grapes, it would be nice to have some transparency.
It's not a massive leap to derive diffuse/specular/roughness values etc. - I saw an ML paper a couple of years ago that was able to derive pbr valid materials from photos etc. so it's just a case of refocusing that effort. I think this sort of thing is going to hit outsource providers and those working on shovelware first…
Hey just got Suite 2.0 installed and whenever I open 3do, it opens in a seperate window. How can I get it docked in photoshop like every other video shows? And how can I paint diffuse details in 3d-space? Thanks!!