You playing around with grime variation in your material? Cause it exactly like what tea said where your diffuse is moving. Post up the material network if you can.
The link is broken, and the depth pass needs to come out of the same renderer you intend to use it in. Otherwise the antialiasing will be different if you render the depth in Maya software and the diffuse in mental ray.
if you have a firm grasp on how to use a traditional diffuse/spec/gloss, PBR isn't that much different--just more logical really. the two articles on the marmoset site are excellent.
Car #10 completed and rendered in the Unity Game Engine. The final poly tally is 860 polygons and the asset uses a 512 x 512 PSD texture for the diffuse and reflection (in alpha channel).
in 3dsmax the Preview of RTT is always the like 'Complete' Map i think. You have all lighting/texture informations of the scene in the preview. Try rendering complete instead of diffuse only.
Thanks Cglewis. All that info was really helpful. I forgot to mention that for all the models we could only use a diffuse map and alpha maps. It was a kind of a challenge thing for this week.
I'd say, make the wood darker and less saturated in the diffuse. Darker and less constrasted in the spec. The metal is a bit grungy IMO, but otherwise, it looks good and you have a nice bake!
Nice looking concepts, the oildrum looks okay. I'm finding it hard to notice the lighting if there is any. Is that a highlight from the lighting or in the diffuse? other than that, nice work looking forward to more :)
I think there are fingernails on him.....they're hard to tell that they're there though at first glance.....goes back to pushing the diffuse more...add a few subtle folds on his green cloth....
Ah, sorry, weren't completely clear there. What I meant was, that unless you have texture maps plugged into the material, it won't include that material in the export. So gotta have a diffuse in there :)