Looks good, although it's pretty dark. I would lighten it up considerably, even just in your render set up. Also, why would you decide against a normal map?
A normal map is definitely a must, especially in current gen games. The spec map should be, for the most part, lighter than the diffuse. Its used to color the reflected light/highlights. If you make it darker than the diffuse then it won't be much use, except for areas that aren't 'shiny'
Here is something that you should read through to help you out with spec and normal maps.
i don't know if its just he darkness of the render and the contrasting bright background color you chose, but many of the edges of your weapon are lost. Start a new layer in Photoshop called "edges." Take a hard brush white and go over all the edges of your model, duplicate the layer, then put a small gaussian blur on the layer to soften the lines. You can use the duplicate for diffuse if needed and also normal map.
yea right now the spec looks like a copy of the diffuse with the contrast cranked up a bit. this usually isnt the best way to go about it. try adding some information into the spec that isnt in the diffuse, so when light rolls over it details that you dont normally see show up.
thats the general jist of the Mac 10/11, used throughout many conflicts for decades through from the middle east to africa and europe - these guns are banged up ( ala AK47) . The scratches are a tad too prominent though but I like where it's going.
Too dark. Put some decent contrasts on the specular map and it wouldn't look so dark. Also put a normal map on it to make important parts of the gun stand out. That would help it out a lot.
Nothing against your model, but I'm always amazed on how ugly that gun is. It just looks like it would hurt to let loose a few rounds and might even slip out of your hand.
As for the model, your scratches are a but over done. It would really help if you got rid a few of the big splatter size ones on the flat areas. Also the metal under the black paint is pretty dark so you should tone down the brightness of that in the diffuse. Id also add some rust forming on some of the scratches to show age of the scratches.
Replies
Here is something that you should read through to help you out with spec and normal maps.
http://www.game-artist.net/forums/support-tech-discussion/5529-creating-specular-normal-maps.html
Good luck!
P442: I dont quite understand what you mean.
As for the model, your scratches are a but over done. It would really help if you got rid a few of the big splatter size ones on the flat areas. Also the metal under the black paint is pretty dark so you should tone down the brightness of that in the diffuse. Id also add some rust forming on some of the scratches to show age of the scratches.