3d coat really does the trick for me. You can paint normals, spec and diffuse with real time preview and it directly export layers to psd. Just give the demo a try :)
The text is just too garishly bright. If you grey down the specularity/diffuse and make it look more like an engraving than a paint job, it could work. Otherwise, it's great work!
Thanks for the support guys! Here's a quick update on 3 different wooden poles to be scattered around the scene. Need to touch up on the diffuse a little bit and make a proper spec/gloss.
Hey Oscar, I hope this helps. ESCUSE THE stupidity. The bumpoffset is going into the Diffuse not the normal. That second mask adds a reflection distortion. Also, make sure to check off the ScreenPos Node.
This will have to go on hold at the minute :( Its for an art test but they want the more traditional outputs, Diffuse, Specular, gloss, and normal... I was looking forward to this, but I will give it a go at a later date.
Vesius - Thank you. The mesh on the sides was baked down from micromesh inside zBrush. The low res is a plane with a normal map and diffuse w/alpha to simulate the high res version.
That there is a nice chunky looking AR. I second the snow camo, not something you see too much of. You know what'd be cool? Doing a crazy awesome painted diffuse for this thing.
Does this happen when that material ONLY has a diffuse material applied to it? Similar effects can happen when you have your spec power set way too low.
Here's a little update. Only the diffuse map used for spec. I still have lot more work to be done. I'm working on the metal parts right now, and then will move on to the plastic.
Less wireframes on some of your presentation pages. Also for your tiling texture, show independently the diffuse and normal at least. I also agree with the posts above. Do a full scene.