Metals will look kinda flat/muddy if you do a bright diffuse with a bright spec. Try going abnormally dark on the diffuse. =] Racer44 had a good tutorial for doing realistic real-time metal textures, but his site is being rebuilt.
I think you're at the point where you should really consider moving onto creating some diffuse and spec maps, mostly hand painted but certainly don't be shy about using photo's for a base. It's easy to spend too much time in zbrush especially as someone new to character art without knowing how to make all that time worth…
It took a while but I got the UVs layed out and most of the normal and AO maps done. Still need to finish the hands and not really crazy about how the horns turned out, but definitely learned a lot. Gonna start with diffuse now.
Hey guys this is where I'm at so far with texturing. Been jumping around between diffuse and spec maps trying to figure out what works. Having a lot of trouble getting the armor to look metallic instead of stone. Using marmoset. Any tips?
Wanted to post up my diffuse and see what you guys thought of the UV layout. I heard it wasn't always best to square everything off so I did some edges and tried to fit everything in. Does it look like a lot of wasted space? I just found out you can transfer UVs without having to redo all the textures so I may go back and…
Thanks for all the detailed feedback guys! Really appreciate it. Haven't had much time to work on him lately, but I did figure out how to assign different materials in Marmoset. Still working on the diffuse to make things fit more overall. I've been looking at it up close and didn't really consider what it looked like as a…
For metal you wanna keep your diffuse pretty dark, and really concentrate on letting the specular do it's job. I tend to make my spec and then use a levels adjustment layer and pump the shit out of the contrast. If you go too far you can always calm it down until you arrive at something you like. He's looking like his skin…