Hi! Last time I prepare repair robot. You can watch marmoset render of it here:
http://vimeo.com/12088777
I used for robot 2048 x 2048 textures (diffuse, normal, specular, emitter), and for tyres i use 1024 x 512 (dif, normal, specular).
Uploaded with
ImageShack.us
Uploaded with
ImageShack.us
Uploaded with
ImageShack.us
Comments and comments are welcome
Replies
You basically seperate the to-be-one-smoothgrouped faces and press y to split them from the other face groups. That's the same stuff smoothgroups do nondestructive in the renderer done manually and destructive (well you can reverse it by using remove doubles, k?)
(and the only way smoothgroups work properly for exporting in blender)
By doing so you will achieve a way better smoothing in your mesh. And you already did split the uv shells at their edges as well so no black edges from overlapping normals of your normal map either.
e:// give this a read. Describes what I said with pictures minus the blender relevant stuff. http://wiki.polycount.com/Normal%20Map#Smoothing_Groups_.26_Hard_Edges
Your specular map is really lacking contrast, its just bright cant spot any details in it.
I take only 0,09% of specular in marmoset so i could be reason of low specular.
http://wiki.polycount.com/Normal%20M....26_Hard_Edges - it's really useful, thanks