Just to clarify: It's not like a specular or diffuse map, which you use in the engine. It's something people might overlay on their specular and diffuse to make things pop.
Started the texture for the Kobra: Currently it is 1024^2 normal, specular and gloss (no diffuse). The lens is a separate item with a 128^2 diffuse and alpha.
Tiny update. Still making progress on the cards, but in the meanwhile that fur breakdown thread got me having silly ideas. Many unknowns, I'll only be sure it works when I get it into an engine, but I'm wondering about what vertex color is normally used for in creatures and clothing, because I got some interesting and easy…
OK some updates: - slightly cleaner diffuse map - deleted "diffuse-to-normal" pass from normal map (crazy bump) - updated specular Feedback is welcome.
Ok add me on steam: linkooo http://steamcommunity.com/profiles/76561197990430245/ I have implemented the ability to bake a diffuse map from the cycles diffuse color.
Update on the Diffuse, went back and reworked the arms/wrists area so will i've left their diffuse for last. I forgot to include the Chainsaw in this shot.