Yea there are primarily three 'hand painted' styles: -Diffuse only without highpoly -Diffuse only with highpoly baked in -Diffuse as focus with normal/spec/etc. for additional effects like shadows (Guilty Gear Xrd)
I just got the strangest request from a client: he has a standard set of textures (diffuse + normal + specular) that he wants to convert to diffuse only. In other words, he wants the detail from normal + specular baked into the diffuse. He also told me to use a fixed lightsource, placed at the middle of the texture (to…
Hey guys I'm having trouble with my diffuse map when I create a project in photoshop CC with dDo. Every time I create the project the diffuse map turns gray scale, thus making it totally useless. Any time I open the diffuse map in photoshop by itself it has the correct colors of the corresponding materials though. Is there…
I have tried using the "Assign Vertex Colors" utility to do this, but it is not baking the diffuse map into vertex colors. Is this the right utility for the job, and I'm just not using it right? Or is it done another way? Here's the process: - Create a terrain mesh (editable mesh) - Apply a diffuse map to the mesh - Open…
Im entering a mini contest tomorrow, They have asked for something I find odd. They want to see a high to low poly process yet they are only allowing a diffuse map to be used? Is there a workflow I can keep as much detail as possible and bake it into a diffuse map?
Is it the case that in the majority of games the AO map is combined with the diffuse? It seems to create a similar effects when combined with the diffuse and it of course uses a lot of resource to dedicate the AO to it's own texture. I seem to be seeing a lot of other artists texture work that indicates it's combined with…