as you alreday wrote... ompared to "simple" textures, like diffuse, normal, spec, ao... ok, cool i thought they are much more expenisv on the performance...
Did a textures for this set - 512x512 diffuse, normal, specular and emission. Work is going very slowly due to lack of spare time, but it's better than nothing:)
Yep, this is a problem with the metalness workflow, and storing both diffuse and specular content in the same map. More here: http://www.marmoset.co/toolbag/learn/pbr-conversion
Great work! I agree that the bandages seem a bit out of place, almost like they are emitting light or something? maybe try dimming the brightness of the diffuse.
Great stuff i don't really understand this PBR thing .. is just same textures but with some little minimize the ao in the diffuse ... ect . it's really confusing !!