Yeah, I agree with rooster. Normal map bake off a high poly would look nicer; but your doing a very good job with diffuse as is. Perhaps you could just go straight diffuse map with this one.
>> "Can I use other maps other than Diffuse? Yes. You can use Alpha maps." Diffuse + Alpha(if needed) only. I'll say try painting the fx manually on texture its looking nice.
here is my workflow Model and unwrap mesh > bake AO > paint diffuse and bump and specular > use BUMP info for new AO > create normals based off of my bump/diffuse. apply normals, discard bump.
hey Eric. Sorry,im using studiomax8. I just went back and double checked the Diffuse slot to make sure I hadn't set the .tga as a sub-map,the diffuse is definatily just a solid gradient. John
Could you show us the textures? To be very blunt, it just looks untextured, as in: there is no diffuse. I'd do a paintover on your diffuse, but then I'd be worried you'd just use it and take credit for it :D You know, as you do.
Finally got updates!! :) My low poly ended up at 11,652 tris. I started painting the diffuse today so I have a long way to go but would love some crits :) Thanks (currently just using diffuse as spec)
You should try sculpting the pieces and then deriving an AO map and a diffuse map. You can place the AO map over the diffuse (in your favorite image editing app) and play with layer blending to give you a very painterly look. Cheers
Quick Follow up for the texture maps i used. I use 1x 1024 Diffuse and 1 x 1024 Normal, 5 x 512 Diffuse Map, 5 x 512 Normal Map and 1 x 512 Specular map
Quick update on the CryEngine material. Using 1024 diffuse(spec in alpha), 1024 normal, and 1024 mask for POM. The dirt layer is something that came with the engine, for now. The diffuse is really light in the engine, so I want to go back and adjust the colors.
I have full UV unwrapped HP mesh with a diffuse texture on it... Bascially i would like to create now a low poly version of this mesh... but i have no idea how reuse the existing diffuse map which is alligned to the HP mesh...