You have too much lighting information baked into your diffuse map. The normal map is there to light the texture, adding light to the diffuse just makes your final scene lighting inconsistent
Hi, About the curves, you'll want to have a good distribution of values, and have a neutral diffuse (ok not all the time). I just desaturate your diffuse, and applied an ugly level. There's padding in the curve, but you get the idea.
Did a major changes tonight. @AtticusMars: Finally understood, what lighting information on my diffuse map meant. I think I fixed it and made less contrast diffuse for wall and floor. @Endfinity Jon: I learned so so much, I did try to fix acc. to all the mentioned point.. The new update does look better (I think :D ) I…
Nothing to add about the lighting, but maybe texture might be reworked. Right now stones are way to dark (just looking at the diffuse histogram), and it will be difficult to light them properly, if you want nice soft lights, with color variation.
hey Jon, thanks, was waiting for you comment , hehe I had to use the point light to get the diffused light in the floors, which with spotlight only gave me a harsh round spotlight effect in the ground too. if I increase the indirect lighting, then I'd light the whole scene(not which I want) or elsewhere I dont want it.…
What does your mesh look like? It's difficult to read the Lightmap. I'd UV the main wall that faces the camera as one shell. You're probably getting seems because the shells aren't lined up. For modular pieces, the shells have to be aligned with the grid. Are you also building lights with the highest setting? New shot…