Changes: -Redid lighting -A bunch of adjustments to the skin shader, still not quite happy with the look -Diffuse and specular adjustments on the face plate and body. Textures: Same as before (diffuse, spec, gloss, translucency)
Marmoset Toolbag 2. From top left to bottom right: Normal, diffuse, specular, gloss. (Apologies in advance if the image quality isn't too good, imgur wouldn't upload so I had to use something else)
Regarding skin specularity, you're going to want to inverse the diffuse map and apply that to your specular map as a base, making adjustments as needed. Skin doesn't reflect the same way metals or diaelectric materials do. Also, if you're using old style rendering, you're going to want to look into this. Use the skin…
Actually in a lot of ways, PBR is way easier than the old style. Going with a Metalness Roughness workflow all you have to do is the following for each pixel you paint: 1) Is this metal? Yes or no? (Metalness, it's either white or black [usually]) 2) How shiny do I want this to be? (Roughness) Albedo is literally just…
Skin shader is proving more difficult to grasp than I had hoped. Watched/read a few tutorials on it, but I'm not sure my head is quite wrapped around it yet - especially with how to make it work (and work well) with Moto's dinosaur hide-like skin texture. Otherwise, just did more work on the back plating and a few other…