Base diffuse/spec/gloss values are the foundation of a good material OP. If the basic material properties are wrong then nothing else will look right, patterns and details will only muddy things.
Allright, show us a breakdown of how its done please. What textures do you have in there and what is being done in the shader (diff, spec, gloss, and channels please)?
Quick preview of the texturing. Slowly getting there. Don't have the spec/gloss for the body setup just yet but working on it :) . Still have her bow and arrows to set up too.
started making my diffuse texture (still need to create a Spec). The reason the black grid lines are on the mesh still is to help ive me reference to the exact position on the UVS.
Yea I'm creating a UE4 scene right now myself. But wondering what you're using for your materials. On the floors and walls, are you just using Albedo, Spec, and Normal?
Awesome stuff and loving the texture work! Something that I noticed is that your edges are quite tight for the high polies. Loosen them up to get some nice spec highlights.
Here are my texture, normal, spec and AO maps and the 2 UVWs Materials in unreal Render with Light, I still have to offset (re-texture) the ground and wall planes >_<
throttlekitty, are you saying i should unwrap the sides of the top cap like i did with the body of the barrel? also would it be worth looking into normals and a spec map for this piece?
Nice high poly! And another thumbs up for the modular approach. I'm not sure about the spec map. I think the chipped corners of the stones could be the least shiny area.