Texture maps and workflow
What is the general workflow in making texture maps for dirt/grim/scratches for specifically models?
My plan was to sculpt in scratches and pitting and from that sculpted detail I would have made a normal map and "grime" texture maps. So that's what I did.
However, no matter what I tried I could not get the results I needed. The details seem to be too subtle to bake a map that clearly outline the details. After a lot of experimenting I gave up.
So I figured I was going about this the wrong way. Perhaps I could unwrap the highpoly then paint the details in black and white, then use that texture as a displacement, and then apply the displacement in order to bake an accurate normal map.
I'm unsure how to go about this, any tips would be appreciated.