I agree with the others in this thread too. With your normal map, this tutorial springs to mind: http://www.farfarer.com/temp/normalMapMiniTut.jpg if you remove any trace of lighting in your diffuse/albedo map then that texture will be ready for Physically-based texturing (PBR). Have a look at Unreal Engine 4's…
Here are some tutorials/explanations: http://www.marmoset.co/toolbag/learn/pbr-theory http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ https://www.allegorithmic.com/pbr-guide [ame] https://www.youtube.com/watch?v=LP7HgIMv4Qo[/ame] This is a spot on explanation:…
So, like promised, here's the maps. Please mind, they're heavily WIP. I want to flatten out the normals a bit because CrazyBump creates a normal from a diffuse where as other 3D software would create a normal from the high-poly model (thus resulting in smoother surfaces and such). For my workflow, it's really all over the…