Looking good. In general a metal texture's diffuse should be pretty dark, and the specular is very light. It differs based on what metal you want but chrome would basically be black diffuse and white specular (not speaking to gloss or whatnot).
Haha, thanks guys. The maps are definitely not done at all; the diffuse has a few brush strokes +AO map for color and shadow, the specular is just an unedited copy of the diffuse (in black/white), and the normal map hasn't been edited either. I'm going to work on them all at the same time. I should be done with this entire…
Well since I already know what to do (clean up and enhance my TGAs, fix the wonky looking beak, play with specular settings, make a blood mask, append the weapon to the mason knight), I'm going to set this project aside and get the more difficult parts out of the way first. I'm going to get the hi-poly stechhelm done, then…
You might be confusing spec with roughness. but either way, White is most shiny, black is least shiny. and actually the diffuse should be darker, and the spec lighter. not both lighter.
I deleted half, it made making the UV easier. Done with the normal/diffuse. Going to rough out the colors, smooth parts of the AO map, and work with the normal map a bit before going into specular.
yeah, I'm going to read all of http://wiki.polycount.com/wiki/Normal_map I'm also supposed to make two UV maps, one for diffuse and another for normal. Normal maps can't have overlapping UVs. Time to study.
Heearrrgghh matie! I'll get to that other set soon. I'm redoing the mace's normal, AO, and diffuse maps, I ended up having to do so much manual tinkering and fixing of the maps, that I decided it was better to just start over from scratch. :D
I noticed a section of the normal map showing up as diffuse on the cutting edge of the francisca, so I disabled all of my maps, and the purple bit was still there. I checked my mesh and everything seems to be fine too, no missing polys... so weird. Maybe I need to restart the editor.
Oh, the specular is supposed to be light too? I thought they were supposed to be both dark, at least on metal parts. IIRC black designates shiny parts of the specular map, and white designates not shiny textures. This is what it looks like when I made the diffuse too dark, and also the specular a little too dark (shiny).