whats_true: I'm going to try to make it look like something that people would actually use. Maybe not very tidy people, but at least people who take the larger bits of gunk off when it gets dirty. SupRore: This was very good advice. The specular isn't terribly noisy and there's still a lot of detailing that needs to be…
Okay man, like i said in waywo, i think the spec is the problem here. There is WAY too little contrast in it. There's more contrast in the diffuse (which makes no sense for metals) at the moment. Right now i think you've got it kindof backwards -- your diffuse is holding most of the data, and your specular is hanging out…
After getting extremely frustrated with tangent-space normal maps and how crappy they tend to look on hard-surface models (and thus turning me off of this project for a while), I decided to see what I could do with object-space normals since I saw that a lot of people were getting good results using them on FPS weapon…