Diffuse = midtones Specular = highlights Normal = shadows that's generally the way I look at it... it's more complicated than that of course, but... yeah. diffuse is the natural color of the surface if everything was evenly lit... most everything should be in the same or similar value as to not compete with the lighting of…
Yeah, looking at it now it seems like a bit of the handle detail is wasted, or rather i'm eliminating the normals in the diffuse. Here's my texture maps. 1024x1024 for all of them. Oh yeah, and I did all of the normal work by painting a height map and then using nDo. Diffuse Specular Normal Height
also that paintover bobo the seal did down there, you should paint that EXACTLY how you see it there in the texture. hand painted objects can have normals and spec just like everything else but you still need to render out all the lighting and detail information. your diffuse should be your strongest map out of all of…
Heh I didn't read all of your post before doing a quick painting. Oh well this might not be what you are looking for I thought you were asking how to do it as a hand painted texture. I didn't realize you had a normal and spec. To truly pull off Obsidian, you have put a lot of love in the spec map and be more subtle in the…
It looks like you're off to a good start. There is however one major difference between your model and your reference. The blade is polished, almost completely smooth, and the cracks/forms it does have are very soft and rounded. Compare that to the chipping and very sharp edges that are present in your reference. It's not…