There currently is not a way to bake GI into a texture, only diffuse and specular lighting from the sky and direct lights. To bake, you'll need a high and low poly model. If baking from a low to its own UVs, you'll want to load the low into both the high and low slot. What problem are you having with the Quick Loader?
New update. The hair will be redone as soon as I can get ahold of my model for some pictures. These textures were pulled from awful cell phone photos. :P However, the rest of it is mostly done. Spec, alpha, bump, and diffuse maps. No normals because I can't sculpt worth a damn. And here's a wireframe:
Jesse didn't you fix the super tiny trigger & guard on this gun? If I remember right you even started up on the low and diffuse? My favorite pieces have to be your singularity stuff and the rock steps, looks like a tabletop model :D (and a lot more color around the site now too....:thumbup:)
To be honest, it looks largely untextured (save for normals). The icey stuff looks great, the newest one suffers a bit for it as it lacks any real diffuse / specularity or clear normals that'd make it appear as a rock formation or whatever, and a a result it's confusing to read. Love the colour palettes. Might have to nick…
I wouldn't call it foolish; it simply shows that we don't have to use spec maps all the time. All materials in GDC demo are rather complex; most of them utilizes vertex blending to add unique details. Due to that, it's simply cheaper to derive spec from the diffuse and Lerp that according to the way you painted the mesh.
I feel like the placement of moss could be more cleverly placed, seems a bit random and unnatural. Also your diffuse is a bit blurry and could be crisper, might also be that your normals don't come out very well. I say push it some more, let's the cracks and pocks and hilights from the minerals in the stone.
Fully perpendicular is the best on flat shapes. If its fwvn or not, you can tell by the shading. The distortion of the reflections. It "bends" when you dont adjust the normals. And from the diffuse shading. The legs still doesn't look fully correct though, in any of your examples. Look at those lines and breaks in the…
I see what you mean. I'm glad that you like the diffuse though. I think I will look up some tutorials on importing models and setting up the shaders in cryengine because I like the way it handles lighting. Thanks for the input! I think the bump map on the metal area is giving it that styrofoam look.
the grime on your walls it doesn't look like you have followed that through into your normals so it looks flat almost like an alpha placed over the wall. easy fix is do a height to normal pass on your diffuse then overlay that onto your normals in Photoshop then run down the opacity so it doesn't look to harsh.
Little update, I made the road texture and I followed Aaron Kaminer's awesome tutorial to make the shader that let me paint vertex colors and get the puddle of water. I added two other textures I made on my own to complete the base diffuse. Also, it was my first try with Displacement maps.