Are you using a spec texture or a gloss map? you should really put the oil stains into the specular, make your diffuse more plain and work on defining the materials through the spec and gloss.
This is what it looks like with no maps using the xoliul shader this is what it looks like wit diffuse and an AO and finally the normal I used Xnormal for the AO and X normal. What could be the Problem?
Looks cool. The only crit I have is that your bricks aren't differentiated enough from the orange metal material. Different material properties and a different color in the diffuse would probably help.
F7 toggle the render mode in game mode. Technically, everything should appear the same in game editor as it does in game. If all else fails, could replace the diffuse textures with a solid color
yeah a friend of mine did this exact effect with just a normal map and a translucent shader with colored diffuse. Just make a height map that looks like that wavy pattern and turn it into a normal map.
Hey there, if you deconstruct the node network you can see some of the maps I created. The ones I input into Maya are -Displacement -Diffuse -Roughness -Specular -Cavity Apologies for the late reply! >.<
Looking good. You should add some of the dirt to the diffuse as well though. And add some dirt to places where dirt would build up, like the bottom of the main red body.
Okay! Got around to do some sculpting and coloring and just had to test out the diffuse and normalmap in 3dsmax, heres what i got so far, without any of the other subtools:
Thanks for the reply guys :D @FridockShir: These materials are only placeholder, they get replaced in the lowpoly. They are simple Diffuse/Gloss Shader nodes mixed, with a grunge texture in the roughness input (i rendered these in Cycles)