Best way to optimize textures for 10 characters

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13 comments, last by ph33r 18 years, 9 months ago
Quote:Original post by ph33r
I would define the diffuse map as the intensity of diffuse component at different parts of the character. Just like a gloss map defines how much specular intensity is at certain parts.

So what would an object with a color map of "white" and a diffuse map of "black" look like? (assuming no specular lighting)
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It would be black.

Color map - RGB (255,255,255)
Diffuse Map - A (0)

Final Color = Color * DiffuseMap
Right. So you may as well premultiply the two maps, and only have the result as your texture.
If you had a diffuse of 0.5 and colour of (1,1,1), why couldn't the artist just make the colour (0.5,0.5,0.5)?

Edit: Damn you sneftel for beating me by 30s!
Yah I didn't think about that, I suppose I could put the ambient occlusion term in the alpha channel of the color map.

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