I would definitely try toning down the light you've got as that might be the issue since things seem blown out. Also It could have something to do with your specular as the areas most effected seem to be the shiniest on your map... Typically when texturing metal you want a very dark diffuse with bright spec which then…
"When you teacher said to add some color to your diffuse" <----wrong :P I meant spec instead of diffuse here As Chad says, generate an AO map and put it above your diffuse layer in photoshop with the blending properties set to multiply. This will kind of fake shadows on top of your diffuse. np, I got a friend from…
-Hey, give this a read on adjusting tiling in UDK http://www.chrisalbeluhn.com/UT3_Adding_Brick_Variation.html I learned a butt load from doing his tutorials... -Dark diffuse and high spec will make the scratches, stains, little details stand out nicely when the light hits it...…
@Chad - I did have a AO over the diffuse but it made the tiling in some spots very obvious so i toned it back some. I am currently experimenting with some rock faces to get AO, normals and diffuse all looking decent together. @ Notes - Yeah i knew what you meant :P I gotta say..tiling is a bitch
Cool props :) love the canister :) ... its possible that the images are being downgraded for browser performance? something we cant help maybe. Would you mind uploading the spec and diffuse maps for these props for me to look at?
I very much appreciate the big walls of text actually :P Thank you. I save my textures out as Targa, i meant my screenshots. When uploaded they seem more washed out and less detail then they appear on my computer before i upload them and im not sure what i can do to fix that. I'll take a look at that link today, thanks :D…
@ Hayden - Ive been trying to find reference for the particular look i want but its difficult. Old dirty stoves are in plenty on google but a lot of the pictures quality is bad so its hard for me to see the textures. Thanks for the crits. Here are some shots of the checker texture (to show theres no stretching on that) and…
Yeah listen to Jessica. When you've finished unwrapping always spend a few moments checking your texel density, how your uv's are laid out and also whether you can mirror/overlap uv's to maintain resolution. Because texturing has a linear workflow you want to get this step done correctly as its painful to resolve later on.…
I totally agree with Xelan101, try breaking the big brick because that totally gives it off that your tiling. And also I noticed in the beginning of the thread you showed your specular map, how i usually make my specs is I take my diffuse map and on PhotoShop I add a layer B/W filter to it. Then I apply a level filter to…