I cant look into your shader network, so I dont know, but did you made diffuse and specular ibl too? How it is in Marmoset Skyshop. The diffuse part of it looks similar as a "fake GI" to me. So I find it really cool.
How are you reaching the texture samples limit? I can see two, maybe three diffuse textures. Assuming that they all have Normal maps, then that's six. If you are using black and white specular maps, are they assigned to the Alpha channel of your Diffuse textures?
I really do not like nDo2's AO conversion from normal map. The only AO I use anymore is baked from xNormal. That said, I LOVE nDo's Cavity, Specular and "Diffuse" conversions from Normal for diffuse map creation....
UV seams? Smoothing groups? Non-normalized UV islands? Also, don't look at your normal map in diffuse since it's useless at helping your debug stuff, stick in your normal and throw in a quick spec + diffuse to see if the lines are really noticeable or not.
Ok so a quick method for getting a spec map that I picked up was to take the diffuse, desaturate, and play with the levels. I know this can't be correct so any help with that...or any of my texture pages/unwrap will be much appreciated. Diffuse Spec Normals
Pump up the contrast and the brightness on the specular. You lose alot of the red in your diffuse couse of the high average brightness in you specular. I really like you diffuse, but i think that the worn bits is too uniform. Make them count instead!
Thanks for your input. I toned down the scratches in diffuse a lot then redid the whole specMap. In the spec map I removed all cloudes and used more even gradiants for spec. Render in game engine New spec map new diffuse map
Looks great! You are also correct about colour speculars needing inverse to create white, to counteract the diffuse colour. This is because the specular is usually added to the diffuse rather than multiplied, overlaid or whatever. Check out this tutorial: http://www.manufato.com/?p=902
Is that what you're looking for, or this? so I guess: Lit materials BLEND_Translucent and BLEND_Additive: Transmission = Lerp(White, Diffuse, Opacity) BLEND_Modulate: Transmission = Diffuse BLEND_Masked Unlit materials BLEND_Translucent and BLEND_Additive: Transmission = Lerp(White, Emissive, Opacity) BLEND_Modulate:…