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!
Are you only using a diffuse? What about PBR? You can push this further with some more details, where would this ship rub against objects, add scratches, add wear etc.
Forgot about this : if you're able to get a substance painter license you can make use of their new baked lighting filter - https://www.youtube.com/watch?v=WHQfYklBVTY This has the advantage that you'll have a model set up for both diffuse-only lighting, with the option to use it in another engine later.
hey Zio, I think one thing that will help your texture is to bake some specular, AO maps directly into the diffuse. Also give it some wear and tear, this ship looks like it came straight out of the factory, don't be afraid to rough it up a little, give it some life and character I would also add some gradation in the…
Sometimes i wonder if people even know what they mean when they talk... If you're working on a mobile game and using diffuse only, there are a couple of tricks you could use. Vertex colouring to tint certain parts of the surface, or abusing some channels of a bent normal map to give it a permanent faux-lighting. Even…
I certainly do... no need for ill words. -- If you made a high poly version of your ship, you can use the bake for additional details (AO, Cavity, etc). Going off of what others have already said, if you only have a diffuse at your disposal it really comes down to trying to get the Diff to compensate for the other…