I guess the material is new for 1.3, it's called advancedRefraction or something like that. It's just above flatEnironment material. It only got Diffuse, normal and spec. The normal will only change the refraction (if you don't know what that is check it on wiki :) ) and diffuse and spec is pretty much straight forward :)
Really nice work. One Question: Do you use Spec Maps in WoD? I thought in the past Blizzard used only Diffuse but I saw some reflections ingame which looks like spec maps (e.g. at the golden hawk-figurines at the spires or arrak)
I think you should revisit your spec a bit more, you need more contrast in the blade details to really make it pop. Very interesting shapes, and the other texture work looks solid, another pass at the spec should make this look really cool.
Okay, so you tried and that didn't work. The potential fix there was that you had it already blown out by having that already toggled on, but evidently not. :) It could be your gloss then. Are you using Metalness workflow or Spec? If you're using spec, can you point out your maps?
the diffuse color is wrong. make it dark brown, and make the spec color shift to a pale yellow. mud also has tight spec values... to play with that use a gloss map if you have that option. You also need to make the mud look soft like the reference.
@GravityBwlast and @CocoaCup: Thank you! :) Hand-painting specular's way harder than I thought. Especially considering spec is camera-dependent, so sort of need to paint spec that doesn't really have a direction I think... I dunno, still figuring it out. XD
Use the alpha of another map. :) You could use RGB for the colored spec, and the alpha for spec power (width). Actually, DXT5_nm is a format where you only use the Green and Alpha channels, leaving the other two blank. Something like that might float your boat.
to boost the spec, jsut multiply it with a constant node and push the value above 1 which is the defualt brightness of your spec. I usually end up boosting most of mine to around 1.2-1.3x to get that extra pop after light maps have been baked.
this is so awesome pixel! loved the diffuse text. try playing with the spec level to get to a skin like point but still push up the normal details a little. it seems like theres almost no spec for the normal to work with. keep it up cause I wanna see this finished!
wow awesome work :) one question, what's the 4th texture map you have at the botom right? i'm guessing either spec or gloss? i'm inclined to say spec and the top left is gloss, would apreciate it! But yeah overall great work, looks brilliant, love the work on the face.