Please post some pictures of your textures also, it will help us give you feedback. Right now it seems your diffuse texture has no real distinguishable information in it, its just blurry
so I don't need to do the inside of the bottle? And should I start with a base texture? I've never really made a material besides your normal 'diffuse, spec, spec power, normal.'
It is plugin - http://docs.pixologic.com/user-guide/zbrush-plugins/fbx-exportimport/ Coming back to Painter, just cycle channels using C shortcut and you will see fe. diffuse without lights/shadows.
I'm not sure if you're still working on the textures, and I could be mistaken, but it looks like you have lighting information baked into your diffuse textures which is something you generally don't want.
Thanks Heather :) I can't seem to figure that seam out tho...in 3d coat there's no seam..well there was but I painted/fixed it in 3d coat...The seam is not in diffuse/ao..not sure what's going on yet.
Are you planning on baking normal maps for the m60 or are you going the tf2 route of texturing with just a diffuse with ao incorporated in? It would be neat if you messed around with the dota 2 shader thingy in tb2.
Be more generous with the beveled edges.Make them bigger so highlights are easier to see.For renders with normal map only, max screenshots (or maya) with a grey diffuse and simple lights, like you did for the hipoly .
You can use a full white material, and do edit>convert to file texture in the Hypergraph for a speedy bake with no padding. Or use Transfer Maps, bake diffuse for a bake with padding. (again with the white material)
Well, I decided not to go with the tiling texture as it looks fine as it is. Unwrapping is complete along with normal and AO. Here's a new update image with normal and basic diffuse in place to show where textures will go.
Yes I can. Updated it a bit more recently but I'm calling it basically done, it was only meant to be a test to see how I got on with creating a weapon. Texture sheets (Diffuse, Spec, Normal):