yeah you have lighting information on the diffuse which 99% of the time is a big no-no, the last percent being the ambocc and the selfillum stuff, all your lighting info is carried ingame by your normalmap and specular, no need to paint highlights on the diffuse, avoid too saturated colors aswell on that since that too…
Ha ha, whoops I've never imported anything into an engine before, and setting up lighting is beyond me at this point (In engines anyway). Maybe I should pick up Roboblitz and import some stuff into there and try it out. As for colour on spec maps, I still don't know how it affects the overall spec, can someone please help…
looks ok , but why did you paint lightning on the metal panels on top in the diffuse texture ? it is making it look weird , same goes to the specular, the specular could be colored and you should study specular maps a bit more, since they make everything pop Also an AO bake wouldnt be bad eheh. keep t up !
[ QUOTE ] looks ok , but why did you paint lightning on the metal panels on top in the diffuse texture ? it is making it look weird , same goes to the specular, the specular could be colored and you should study specular maps a bit more, since they make everything pop Also an AO bake wouldnt be bad eheh. keep t up ! [/…