Yep
These days though, we've been doing more Physically based materials (PBR) which allows for a much more flexible and life-like shader. Essentially the artist has more power, instead of the programmer screwing with a shader. It's the newest and best method, That's why I'll be doing it this way.
Typically, you have color, normal, metallic and Roughness. I'll probably have subsurface and occlusion maps as well. They're also good for use in CG. Jurassic world and Wreck it Ralph both use PBR based materials. You can already see them being used in the latest games, particularly in Unreal engine 4. Even Unity's standard shader has been PBR compatible since Unity 4 was released.
That's what I'll be using. I may try to create a version with the 3 texture combo of normals, diffuse and specular... we'll see how motivated I am after I've spent all my free time on this ogre ;P
For anyone nerdy enough to care, there's a guide on it that explains in a much more thoughtful way than how I've bluntly explained it
https://www.allegorithmic.com/system...uide_Vol.1.pdf
Thanks again for all your support, You really help make me motivated to continue this
These days though, we've been doing more Physically based materials (PBR) which allows for a much more flexible and life-like shader. Essentially the artist has more power, instead of the programmer screwing with a shader. It's the newest and best method, That's why I'll be doing it this way.
Typically, you have color, normal, metallic and Roughness. I'll probably have subsurface and occlusion maps as well. They're also good for use in CG. Jurassic world and Wreck it Ralph both use PBR based materials. You can already see them being used in the latest games, particularly in Unreal engine 4. Even Unity's standard shader has been PBR compatible since Unity 4 was released.
That's what I'll be using. I may try to create a version with the 3 texture combo of normals, diffuse and specular... we'll see how motivated I am after I've spent all my free time on this ogre ;P
For anyone nerdy enough to care, there's a guide on it that explains in a much more thoughtful way than how I've bluntly explained it
https://www.allegorithmic.com/system...uide_Vol.1.pdf
Thanks again for all your support, You really help make me motivated to continue this
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