Sorry, forgot to post the textures: The original isn't actually used in the actual material, I just wanted to show the difference between that and the diffuse. I just clone stamped the tiles to clear out all those cracks in my diffuse then desaturated it.
here is my crit. Basicly Make the diffuse darker all over. Then make a copy of the diffuse with out the GI overlay and invert it for the base of the spec map. Up the contrast and add the GI over that and add some grunge to break up the spec.
thanks for your comment gilesruscoe Model has just diffuse, project is a mobile game, so models must be ultra low poly with simple shaders, this model is about 1k tris with just a diffuse texture EDIT: BTW, lighting is flat
Not a bad foundation. I think your edges could use some pop in the diffuse. I recommend baking out a cavity map and overlaying over your diffuse. You could always download Gnald and give it a go pretty quickly.
This is only the Diffuse Map. Spec and normal will follow. I still have to texture the complete diffuse though. (Radar on top) And maby change the railing and ladder a liitle bit. sry if my english is not the best its 5 am. Critique welcome:)
Also, I just wanted to ask; your diffuse for the wizard; did u simply block our the colour then overlay the normals to get the creases, and then a AO for highlights? How was the diffuse made/base texture made is what I'm asking! Cheers
Normal sounds odd when you already a substantial amount of diffuse in there, normal map reacts when there's real time lighting added in and with the diffuse in there might want to be a little careful with it. I like the skin texture though, it looks very gamey.
Last update, Im still confused as to how my diffuse is not showing up properly. Like in the mid pic, it shows it good. but in other angles in doesnt. Still having trouble on properly showing the diffuse info. Any tips ?
Looking good. In general a metal texture's diffuse should be pretty dark, and the specular is very light. It differs based on what metal you want but chrome would basically be black diffuse and white specular (not speaking to gloss or whatnot).
Ambient occlusion belongs in a diffuse channel but you would be wise editing your diffuse colour map and the ambient occlusion to make them one map. Mix map/2 maps means more overhead for the same result.