you should hook your gloss into the alpha channel of a linear interpolate node, with a low value of 8 and a high value of 256. your node should look like this: a: 8 (constant) b: 256 (constant) alpha : glossmap plug that into your spec power.
looks great, the texture could maybe us a bit more scratches, good application of grunge though. bit unsure about the spec on this as I think the painted metal is a bit too metallic. Over all love your work so far, keep at it.
Finished up the 2nd Civilian texture variation. Same specs as the other civilian, 396 Polygons, 16 Bones, 512x512 texture map. If you'd like to see more of the pack check out: http://www.indiegogo.com/projects/character-asset-pack/x/2305754
Looks promising. Although I don't think the skin looks quite right yet. Something with the spec/reflections. Maybe needs some more pronounced highlights at certain areas and maybe sharper? Not quite sure. How are you handling the transparency sorting? No issues?
Depends on the engine you're working with, but a large number of engines these days support colored spec maps. I presented this in Marmoset, so I tailored my maps to work well in it. Though if I were using UDK or CryEngine, the maps would look similar.
Thank you for your feedback so far and yes indeed wirrexx i have made the normal map without an highpoly mesh, just with the spec map and crazybump. The video tutorial is pretty nice! It shows a cool workflow and a nice shading. Thanks a lot! =)
Hey, those oily smudges on the handle look great, they definitely help to break up the monotonous grey. I'd say maybe try increasing the gloss/spec intensity on those edge scratches as right now they're not catching the highlights I would expect.
Very nice and very clean textures ! Really good shapes too, I Love it. Just one thing, your rendering is a little bit unhappy. We don't see your spec:/. Maybe remake a lighting with more brightness. Nice job otherwise !
You will never get "exact" results because 3DO and Unreal do not render things in the same way. The correct way to set up your textures in Unreal is as follows Diffuse / Albedo - SRGB checked ON Spec, Roughness, AO, etc. - SRGB checked OFF
Since you're doing custom lighting couldnt you do a constant 3 and add to your resulting light function stuff (Diff + Spec) * lightcolor ? Dont have UDK on here (mac) to check but should work as this is how ambient works in fx shaders