Wow Scott you are so good! I'm currently starting my first next gen dinosaur model and I have yet to get the whole idea of a spec map. I know that some people like to do a normal grayscale from their diffuse, but I heard that you are suppose to to an inverse of the diffuse so you can neutralize it when light is reflected…
Modelled the high poly in max, baked the normal map out in xnormal, painted the diffuse and specular, then I made a second normal map using NDO and combined the NDO normal and the baked normal together. Usually i wouldn't have created a normal map for the sticker on the battery but i wanted to give it an Embossed look. :D
Erm, I tend to use a basic greyscale as the foundation of the specular map, and then I tend to pain the specular details over the top, building it up in layers. I often use colour depending on the material effect im trying to get. Pogop's link looks brilliant actually, read it through over and over. :D Anyway, I baked out…
Definitely gotta agree that the magazines really draw the eye away from the gun, you're right, I should tone that down. The stock smudges are fingerprints, they are in the specular rather than being in the diffuse, the idea behind them being to give the gun the look of being handled by bloody/greasy/sweaty hands during…
@TDub - Heya Dude, thanks for the input, I think alot of my work suffers from that noisy effect. Its mostly in my over use of the sharpen filter in PS I reckon, I need address that I really do. In this latest piece (the shotgun) I actually added the grain to the specular in order to create the look of "sand blasted" metal…