And here's a new update, still have to redefine the materials in the diffuse and add the specular map but I'm nearly there. 1024x1024 diffuse/alpha for now and nearly 7500 tris as requested
[ QUOTE ] Very nice! I like the outdoor lighting... How are you doing it? Ambient diffuse cubemap or PRT? [/ QUOTE ] Diffuse and specular cubemaps from HDR panoramas.
I have some rocks I made that have stretched UVs. the normal map looks fine stretched the diffuse does not. Is there some way to set the coordinates on the diffuse so that they don't use the default uvs but instead tile uniformily?
You could also multiply that alpha channel with your diffuse if you want some color in there, though your mileage will vary depending on how you've got your diffuse set up.
You have too much lighting information baked into your diffuse map. The normal map is there to light the texture, adding light to the diffuse just makes your final scene lighting inconsistent
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.
This shit is amazing! Though, I feel like the diffuse doesn't do it justice.It might be the AO you used for diffuse but something is off with the texture imo BUT that sculpt was fkn BOSS!