Getting to critiques: Is this only the diffuse map or do you have additional maps applied? I would understand if it was only a diffuse map if it was "hand painted," but this doesn't seem to be the case.
OPTINIUM, thank you! RAWZ, no lighting, in marmoset i just have the albedo (diffuse) and the diffusion is set to "unit" and in places like sketchfab, i just set the shading to "shaderless" :)
I'm having some problems "downgrading" some textures from PBR to the traditional workflow, with diffuse, spec and normal. I just can't put the lighting information back into the diffuse. Should i generate an AO and put on top of it?
No, that wont work. Max materials are completely different than Unity shaders. At best you get a material with the diffuse hooked up and maybe diffuse color...but thats it.
For the diffuse coefficient render output, set it's gamma to 1. Ensure your materials are set to 100% diffuse amount (defaults to 80%). That could be what's washing it out.
The lightmap UV space does not have to correspond to the diffuse texture space. You can have a 2nd UV channel that is completely unique and different then the Diffuse map
Anyone know if ZBrush 4.0 can author 16 bit textures? Primarily diffuse. I know it can handle 16 bit alphas but no love so far with creating diffuse. :( Cheers in advance. -Dean
Apparently the error was not using the CustomLightingDiffuse Channel additionally, but just calculating the diffuse part into the CustomLighting-Node. As soon as I plugged my Diffuse Colors into the CustomLightingDiffuse it worked for Skeletal Meshes again.