Shrew, play around with darkening your diffuse a lot and lighting up your specular equally. Metal's surface info is in the spec, not the diffuse -- a blade with no direct lighting will be dark and formless.
set selfillumination to 100% put diffuse into multiply RGB node, or composite node and mulitply the lightmap over the diffuse. you may need to increase the output of the lightmap it the bitmap node.
So made this: CE3: Diffuse: While I'm pretty happy with plain diffuse (at least I think it doesn't look that bad), in engine it doesn't really look good.. Any advices ? Of course any crit or advice is welcome.
Coll,Ilove those color variation. I want to confirm the color you did was painted to diffuse map ? I think it is not baked by engine light? Can you shouw some diffuse map?
Good work, but I have to say diffuse and specular doesn't match. Look at the specular highlight at his leg - it seems that the surface is clear and metallic, when diffuse suggests very rough and used one.
So here's the lowpoly version.. still some tweaking to do ,but i like it! This one is with the proper diffuse texture. The reddish tint render is just with Ambient Occlusion map as diffuse texture (just testing..)..
IT seems your diffuse is pretty flat. In terms of metal. Just seems like a flat color with dripping water grunge. I'd work on getting a better texture for metal. And boost those diffuse colors.
Thanks for liking it and very valid comment by Ghostscape. I will be fixing it and dirtying up the diffuse a little bit. I will try subD meshes on my next project. Here is a different angle and one of diffuse.
I was mainly using the diffuse , good example of conservative texturing ;p I'm wary of adding too much contrast into the diffuse and increasing repetition. I'm considering some subtle discolouration through the shader.