OPTINIUM, thank you! RAWZ, no lighting, in marmoset i just have the albedo (diffuse) and the diffusion is set to "unit" and in places like sketchfab, i just set the shading to "shaderless" :)
The Diffuse map is finished up. If u guys have any further suggestions on the Diffuse pls. let me know.:) Now i'm gonna start with the Spec and perhaps the Normal.
Getting to critiques: Is this only the diffuse map or do you have additional maps applied? I would understand if it was only a diffuse map if it was "hand painted," but this doesn't seem to be the case.
@chrisjngs: Thanks for the comment. It's all one diffuse map with one flat shader. So the glow around the lines is actually in the diffuse texture map. Thanks again for the comment ! XD
I'm having some problems "downgrading" some textures from PBR to the traditional workflow, with diffuse, spec and normal. I just can't put the lighting information back into the diffuse. Should i generate an AO and put on top of it?
The lightmap UV space does not have to correspond to the diffuse texture space. You can have a 2nd UV channel that is completely unique and different then the Diffuse map
For the diffuse coefficient render output, set it's gamma to 1. Ensure your materials are set to 100% diffuse amount (defaults to 80%). That could be what's washing it out.