No, there is no ao pluged in - it was composed with diffuse in photoshop (the effect is on screens 1-3). I'll do it from scratch another way to figure out what's up.
Thank you for the feedback! PBR is not a option because this model is for a small mobile game, we only use the diffuse. @ PIOR: Good feedback, thank you!
as you alreday wrote... ompared to "simple" textures, like diffuse, normal, spec, ao... ok, cool i thought they are much more expenisv on the performance...
Did a textures for this set - 512x512 diffuse, normal, specular and emission. Work is going very slowly due to lack of spare time, but it's better than nothing:)
Yep, this is a problem with the metalness workflow, and storing both diffuse and specular content in the same map. More here: http://www.marmoset.co/toolbag/learn/pbr-conversion