Everything, from your level to your diffuse maps, is dark. Seriously, i cannot see anything. Why is your wireframe over your textures in addition to adding a water mark (noone is going to steal this dude.) Again, I cannot see anything. Going back, your diffuse map is to dark. The only bright part if that helmet. Match the…
Right, thats what Im getting at. The old days of being able to paint the diffuse first, then do the spec, and subsequent maps as an after thought are dead. (unless your making something thats meant for low end system specs: i phone, Ds etc.) Good materials are about the sum result of the associated maps. chrome for example…
Because your diffuse is almost solid black. Replace it with a constant 0.5 or rgb 128 (solid neutral gray), and test. Also, try setting your dominate directional like to 1.5 or 5 brightness. And type ToggleHUD in the console.
^ it sounds like there's something different about your middle guy that the other two don't share. This is what REAL video game dev is all about :P get your deductive problem solving hat on and work through it. whats with the cheesy painted scratches? - thats a job for your normal map. you can paint scratches into your…
Chris is pretty much spot on. your texture overlays are far too abrassive, and the end result doesnt look anything like a real material. space marines are metal and right now it looks like paper with a leather picture. Also, if the idea is to have a paint hand-print on top of the metal you should approach the material and…