got any tips? I'm in 3d animation and my buddy and I are making a short film next year and I wana start practicing on sharers, rendering technique so when it comes to the pre-production, I'm already like ahead xD It's a crazy industry
I've made some pretty solid weapon models, but texturing them has always been a pain. Could you do me a favor and label those image maps in the corner? I can pick out the normal map easy, but I'd like to know which ones are the diffuse, specular, and reflection map.
Of course, bud! I baked out a normal, occlusion and height map from my high poly model.
-On the right is the diffuse, which has my occlusion information and general color information. -Next is my normal map, which bends light, as you know. In the alpha of that is my height map, which is also known as a displacement map. Depending on the engine, a height map can allow for a better simulation in depth (using Parallax; displayed here) or it can actually alter the model to add more detail (using tessellation). -On the right is my specular map, which is the meat of my piece and also has my occlusion information. Specular maps determine how reflective a surface is and can also include color. In the alpha of that specular is a gloss map, which determines how glossy an object is; very handy for multiple materials on one UV map. For example, I have chrome, painted metal and rubber. Since rubber is not very reflective at all it is therefore much darker in the gloss map than the other materials.