I don't think theres really any need, the definition is all there when the textures are composited together, if you start combining things then the darks are going to end up super dark, and the lights super bright, you'll probably have to run a few tests, but I'm sure theres a reason its done this way.iambosh wrote:lionheartuk wrote:Surprised to see how low quality some of these textures are honestly, the game itself looks fantastic, I'd been expecting a super detailed diffuse, but it really goes to show just how well the FOX Engine composites the different textures together (and seems to be able to tint them), a real testament to what that engine can do. Skullfaces face texture is a great example of that, as a texture it looks so flat and boring, but with the normals and spec, plus the scene lightint, and of course the details on the model itself, theres some real depth to the 'craters' that look so flat in the diffuse alone.
Something I've been wondering is, why are so many of the textures using strange hash names? Is it simply because we can't figure out the correct naming for them, or is it more that once packed in engine, it renames them (much like a few other engines do) to something shorter and quicker to sort through, resulting in something thats a bit of a mess for human eyes.
If you can point me to the names of some of these, I can spruce up the normals and specs and such to really make a nicer texture. same for like the ground and such. im having trouble finding what is what
Nvm, im a ditz
My first guess would be that with less definition in the textures themselves, it means something can be repeated a lot more (ie the ground or the rocks) and its not going to be particularly noticeable as most of the details are added in the lighting and so nothing stands out more than intended, change that and repetition might become pretty clear.