oguzbir wrote:Nice looking images. Good job.
I wonder how come you do not have any artifact issues when you materials are combined with bump and displament along with normal maps?
Thanks for your interest !!
To understand why there are more maps than expected:
Color = Diffuse
AO = AO-shadows ( can be multiplied to color for adding contrast or inverse-multiplied to light up deeper parts of the surface)
Gloss = intensity of gloss
Roughness = blurryness of the gloss
Displacement = real scanned depth (just to understand - The depthmap has to be smoothed in some areas to avoid from ugly hight-strechings)
Bump = adds the details to the displacement (focused on the smallest surface irregularitys that can't be provided by the displacement)
!! Normal = the normal contains the same depthinforamtion like the displacment !!
- You can use it as an fast alternative. instead of the displacement
- if you like to use them together for any purpose, you have to be careful not to get wrong shading !!
For example we have a 60° surface displaced and you add 60° normal to it the shader tries to make it 120° (doing this very very slightly can give you more contrast, but I can't recomend this because it's simply uncorrect)
what you can do for example is a mix 50%/50% or 30%/70%.... you understand what I mean
I also added a Hi-Gloss. Why? - I personally like it.
Thats basically a Gloss-map, but with much more contrast, focused on some areas.
If you mix the gloss with the hi-gloss you can easily tweak it for different light-situations
Some aslo have wet and dry gloss- and roughness-maps. This is also cool for mixing (- and you should be able to animate a transition)
It's on you and your purpose how you use the textures and what combination of maps you take.
I just tried to provide a highly flexible set
My personal setup is:
8k color (100%)
4k AO (0-5%)
4k Gloss (100%)
4k Roughness (100%)
8k Bump (5-10%)
4k Displacement
> You'll find original size and scan-depth-info in the description
Cheers,
Chris