Way too much noise/scratches in your diffuse, put most of them in the spec only. You should multiply your AO over your spec aswell. Like has been said already you have to fix some of those normal map errors, they make everything look really messy.
Started learning it this afternoon, had a go at some dirty tiles as I learned. Quite cool once you start to get to grips with it. This is just diffuse (not had a go at normal map or specular yet, or the previewer), it tiles horizontally. Also handy that you can scale it up at any time without losing quality.
texture WIP's... still gotta re-export stuff, fix the actual model lol, paint dirt, make him look a bit interesting.. at the moment, I was just playing around with colour schemes and stuff. Critiques will be really appreciated and really encouraged :D This is the diffuse and normal so far, with a flat specular applied:
Another update: Made the garden shed that's in the foreground of my concept. It's not finished. I still need to put the window on it, and there is a fair amount of texturing to do still. Right now, it's sitting on it's own 512 x 512 diffuse. Can't remember the tris off the top of my head. Anyways, here it is. C&C plz
The spec is making it real difficult to differentiate between materials and separate parts. If it spec'd as much as some of the highlights, it would be much more reflective due to its polish. It seems you're going for a duller look based on the diffuse, so a much less even spec map would help everything pop much more.
your diffuse isn't really helping. you should be fine with just a cubemap and some specular highlights. here's a quick test. All that's happening is that I'm doing a cubemap lookup on the backfaces (the inside), then again on the frontfaces, and finally a specular highlight. there's some color and usually I guess you'd add…
OK, I used the hair and fur system to make the eyebrows I am quite pleased with the result. I converted to mesh then baked it to a diffuse and normal map then used photoshop to overly the resulting maps over my existing maps. C&C welcome. http://img215.imageshack.us/img215/6076/head01pa4.jpg
That is correct, but read what you had asked, you generalized the question, so you get an answer based on extensive technology. For baking in - Maya or Max Use multiply for AO map on the diffuse map, that should work just fine.. Your currents are well made, just need a bit of contrast I suppose..
Cheers MoP. I want to have a proper UV layout so I can do handpainted diffuse and spec maps so I'll try the second approach. If there's one thing I'm not short of it's UV mapped heads here are some orthos of the source mesh. I was planning to do a 256x256 NM from it.
I think you should show off a few high poly, complex models since that's what seems to get people gawking most. Try showing some diffuse and normal maps too if you can. Textures are just as important, if not more important, than the models themselves... (well they seem to bottleneck more!)