Make sure you're rendering with Mental Ray. Now in the Render to Texture dialog you can add different kind of maps(diffuse,shadow,specular,normalsmap etc), if you have MR as your renderer you should be able to select Ambient Occlusion(MR).
update on the modeling. I have the smaller buildings almost completed. changes to the concept have not been made yet but I can simply change out the lighting and swap diffuse maps to accommodate any changes. let me know what you all think!
I think you need to get out more Miles lol :D I thought the comping in the Smoke Monster was weak though. There should have been more of a diffusion on the imagery Ben was being shown; it looked a bit crappy and sharp how they did it in the end.
Really cool looking. The main crit that stands out to me is your specular colors all look to be pretty much saturated brighter versions of your diffuse. Also the dark red plate on his belly looks oddly solid-colored compared to everything else.
aah excellent for some reason I thought a plugin wouldnt 'play nice' in the chain but it works spot on.. thanks man! also incase anyone's interested, it works with the transfer maps- you can bake a normal map with bump map to another normal map (or diffuse).
The bottom texture was of the tree, it is a lot of wasted space sadly because I had planed to use that space for hanging moss texture but it ended up not working so I scrapped it and just left the space barren. And thank you I did not catch the diffuse misspelling.
Yep, same here. The design and model work looks top notch! I couldnt see what the model was by the thumbnail. It looks like the detail distribution is pretty good. Maybe the texture/diffuse is hiding the form. In reality this is just what you would want. Great work, but not that readable.
ok, i managed to add some details to the windows, i have the texture space to do some other window types so they will be next. theres no diffuse or normal on the new bits, so they don't show up well yet, but do you think this is a step in the right direction?
I doubt sculpting is going to disappear, same reason low poly diffuse only or pixel art hasn't disappeared. sure, if your goal is to replicate reality perfectly, whatever tool does that the best will become standard much like how sculpting replaced subd modeling for characters.
I like these, especially the master chief. Your Kratos seems to be losing a lot of the normal information. Depending on how you plan to use this on iOS and in what engine, you may want to add more contrast and light/shadows to your diffuse (really depends on if you need to 'fake it')