The Skin shader technique you're showing is a bit out of date. In UDK, there's a DX11 shader that does a similar result. All you need is the diffuse, norm, spec.
One of the easiest ways to tell if the image is underexposed is to add a grey card with a value of .125 diffuse in front of the camera. If it reads as 99,99,99 in PS that its exposed 'correctly'
Love the fish! Are you planning on adding spec/gloss or keeping it diffuse only? some tighter highlights could help define the wetness of the fish/roe subbed! :)
Yeah, there's a dirt blend shader in there for the interior, but looking back it isn't quite as powerful as I would have liked in the diffuse. I'll definitely go back and improve it :)
Ah, using the cubemap in specular channel only works with the image-based reflections in DX11 really, add the cubemap to your diffuse channel instead and control it with multiplys : ))
Eurgh, just did a total rebake of the weaver set components. Time to start rehashing diffuse variations based on Weaver's color pallet. Time to get cracking!
The ground droid looks unfinished, i think you should remove it or finish it. The train would look better if you combined the ao and diffuse into one image.
looking good one thing WRONG ;-) extremely little atmospheric diffusion of light in space....make that window light (sun) as sharpe as your maps will let you...
Oh, yeah! diffuse maps commin in fast! critiques and comments are always welcome. I know of some errors, but this isnt a portfolio peice and even then tear away!