Explode both high poly and low poly so you don't have major overlaping pieces and bake all your maps like that (especially Diffuse and Normal). Unexplode your bags, and bake out a second AO map, although you could do that also without the need for a HP model.
The outcome depends mostly on the source image. Diffuse images are not really suited to generate normal maps because there is lightning information in them and gradients you don´t want to have.A clean heightmap is best suited for that matter. Do you have an example? Like the picture you are using and the normalmal it spits…
Hello again, some looking around found me the answer that it can be done in Xnormals with Vertex Colors and there is no need to create UVs or a texture/diffuse map from the hi poly in Zbrush. So if noone has any additional info on this or some other possible ways then this can be considered "solved". Thanks Coffeehouse
Looks great! The canons look more like they're made out of wood than metal though. Make the diffuse darker and the specular brighter. Also the texel density seems to vary quite a bit. Mainly the poles in the last screenshot seem very low res. Try to keep it a bit more uniform.
Gollum is always a very interesting character :D In my opinion, you should take a closer look on his anatomy and your texture work. For example his skin color is very uniform and looks like plastic. Are you using more maps or only a diffuse map? The ring is really nice :thumbup:
I like the coated metal look on the system but I dislike how the metal on the barrel looks. It's way to noisy atm and looks too much like concrete/stone. Try to use a dark grey texture base with low contrast in the diffuse and a brighter grey one with details as your specular map for the metal.
Thanks All for the comments, Sorry it took me so long to respond my internet has been down at home. All awesome crits and stuff to consider in the future thanks! Here are some of the diffuse flats im really lazy when it came to some of these sheets as the spec and bump can hide alot
Yea I agree that you have a bit too much variation and contrast in the diffuse on some of those, especially the pillars. It makes the scene look too busy, and masks all the great shapes you have in your high poly. Tone that down, and I think the scene as a whole will look much better.
if you are doing a render to texture from a generic wood material for your diffuse map. I suggest u just make the uvs a little more pretty ( since that corner seems distorted) and then just do the wood inside of photoshop. Save yourself a few headaches. It seems like the texture is not tiling right.
yea i know. it pisses me off. but im at the point where i dont care anymore. i dont think theyre super jump out at your face noticeably so i'll let them be for now. maybe the diffuse/spec will tone them down. thanks though. moar will come!