Ambient occlusion belongs in a diffuse channel but you would be wise editing your diffuse colour map and the ambient occlusion to make them one map. Mix map/2 maps means more overhead for the same result.
Yeah, I agree with rooster. Normal map bake off a high poly would look nicer; but your doing a very good job with diffuse as is. Perhaps you could just go straight diffuse map with this one.
Could you show us the textures? To be very blunt, it just looks untextured, as in: there is no diffuse. I'd do a paintover on your diffuse, but then I'd be worried you'd just use it and take credit for it :D You know, as you do.
Overall, not bad. I don't think the specularity quite feels right. You also might want to brighten up the diffuse. http://udn.epicgames.com/Three/Lightmass.html#Diffuse Textures Also, watch out for that line across the row of bricks above the bottom.
Quick update on the CryEngine material. Using 1024 diffuse(spec in alpha), 1024 normal, and 1024 mask for POM. The dirt layer is something that came with the engine, for now. The diffuse is really light in the engine, so I want to go back and adjust the colors.
I have full UV unwrapped HP mesh with a diffuse texture on it... Bascially i would like to create now a low poly version of this mesh... but i have no idea how reuse the existing diffuse map which is alligned to the HP mesh...
Finally got updates!! :) My low poly ended up at 11,652 tris. I started painting the diffuse today so I have a long way to go but would love some crits :) Thanks (currently just using diffuse as spec)
You should try sculpting the pieces and then deriving an AO map and a diffuse map. You can place the AO map over the diffuse (in your favorite image editing app) and play with layer blending to give you a very painterly look. Cheers
The reddenng is due to texture compression and your flat smooth color diffuse. The blue and green arent matching the red exactly so when you multiply the difference becomes exaggerated. If your diffuse map is more varried you won't see the shift.
Quick Follow up for the texture maps i used. I use 1x 1024 Diffuse and 1 x 1024 Normal, 5 x 512 Diffuse Map, 5 x 512 Normal Map and 1 x 512 Specular map