First off, you'll want to use a highpoly model to create your normalmaps. Nvidia-filter/crazybump/etc... really aren't made for what you're doing. Secondly, a good place to start for a spec-map is to take your diffuse, and fiddle with the contrast. Mind you, that's only a first step, and that alone won't get you a decent…
in general, i've found it's ususally best to remove the fine texture from the normal map, but that's obviously not true in every case.. something to keep in mind, anyway.. spec maps aren't so tough to do. you could start by desaturating your diffuse map and adjusting the values of each area so that it's the correct amount…
i've been working on this character for a while, this is the low poly + diffuse and baked normals i'm wondering how to go about making a spec map? i have no idea where to start with that everything's still a work in progress.
@MightyPea: yeah i did use a high poly, sculpted it in blender, but not many small details, just the folds in the cloth basicly <_< i get really lazy with blender sculpting because its really hard to use/not very optimized yet. i have two layers for the normals in photoshop, one is the baked hi to low poly, and one on…
here's a better view with some lights. also, the pitch blackness by the foot is caused by dynamic shadows from a spotlight. @ Polyhertz: i dont have any polys with more than 4 or 3 sides, they arent even supported in blender <_< and yeah thats exactly what i did for the diffuse, im still painting values in the the base…
Immediatly reminded me of the Seekers from Panzer Dragoon Saga, though I doubt that was a point of reference (seeing as few people have ever played the game). critique wise, the model itself seems to have edges randomly missing all over. Try to make sure your mesh consists of only tris and quads, no 5+ sided faces. The…