If these are for third person, 2048 is way too big and even 1024 is a stretch. Your polygon counts are also very high for third person. The diffuse textures seem a bit too... textured. The Thompson receiver looks like stone, and the 1911 looks like marble.
You don't need to have noise in the diffuse channel. In reality gun surfaces tend to be quite a uniform colour, the trick is to use the specularity to add noise and interest to a material. Try making the colour much flatter, and using the specularity for noise, and describing the surface material.
[ QUOTE ] i still havent figured out how to paint colour directly onto the mesh to give me a rough diffuse bake to start whoring in photoshop... any suggestions? [/ QUOTE ] projection master on the top left, then just grabdoc from your texture
hi ya'll. another update, this time the camo. not much else, heh. i'll add some more detail to the normal map, before baking in skylight and starting to dirty up the diffuse. going to be a lot more grit on this cat before i call it done.
use some fake reflection shapes to start ( bands of colour for a cylinder, wide bands at jaunty angle for flat, vanishing point for cone etc), if this is diffuse only, then just start warping them over the shape, finally tighten up using hand painting.
Here is what it looks like so far... I applied the normal map(which has to be retouched), diffuse and specular to come, combined with DirectX9 Metal and Glow. Here is the Hi-Poly: Still hope you'll like it... (Yes, I'm hangin on!) See you
I have made this pluging for blender: https://joseconseco.github.io/WeightPaintToolsDocs/main_pie/ It is quite simple, but gets the job done. And there is this addon form another dev: https://blendermarket.com/products/voxel-heat-diffuse-skinning That gives you better starting weights, compared to default blender…
Well I found out what the seam issue was... turns out there was still one uv island sneakily remaining flipped. Flip back, rebake, no more seam. :D I've been working on the diffuse and specular, mostly been working on the lower body. Crits welcome!
Long overdue texture update on this. Got some basic stuff going on need to go over and add in some more spec and diffuse work here and there. Going to get his armor baked down next time i have some time to work on this (hopefully this weekend).
I'm not sure what your material setup is but with grass I usually multiply the diffuse texture by .1 or .2 and plug that into the emissive. It can be a subtle effect cheating light transmission by eliminating any black you may get. [Edit] Having a transmission setup will also help: