if you're intending diffuse only, wouldn't you be better off having it self illuminated, or at least partially so? that would sort your issue somewhat as well. only other thing i can think of is maybe doing a soft select relax, or checking to see if you need to edit the triangulation of some of the quads.
re exploded + ao: http://wiki.polycount.com/AmbientOcclusionMap?action=show&redirect=Ambient+Occlusion+Map#EarthQuake.27s_Baking_Method cage should be all soft edges, although it's better if you understand why this is, so check out the 'you're making me hard' thread and/or polycount wiki can't help with the maya stuff…
@gfelton Thanks for the suggestion, I was thinking similar while doing it tbh looking at how sharp reference is for these weapons keeps throwing me off. I do want everything to look super buttery and soft so will go through a final pass prior to baking and make sure all these edges are nice and fat.
Don't forget to put a soft edge when your UV is sewed and Hard Edge when it's cut : I have a script for maya if you want: If you have something like this,you need to cut your UV and make hard edge because normal map can't offset so much angle:
What Gir said ^ There's a couple of AO cheats that can help create some soft directional lighting, in addition to the bent normal map tip that Gir mentioned. If you add a ground plane or a bowl shape into your AO source scene you can can get a pretty nice base for further painting.
Amazing work. Too many people are mastering hard surface sculpting in zBrush for me to skip learning it in favor of using Maya for this part. I guess as soon as I get my soft materials skills to an exceptable level, I will have to make a push for those. I should get my hands on that tutorial.
cool. one problem. or 2. one. the chipped paint on wood, doesnt look like chipped paint on wood. the problem is your using a soft PS brush - you need some w/ hard edges. check out this pic and compare it to how you masked out ur wood. i hope that helps :)
I think it would be cool to add more size variety to the cracks. You could tighten up the cracks more and make them more sharper with a smaller brush size as well. As it is now the brush size that you are using for the cracks makes the wall surface seem soft (almost round beveled) instead of hard.
k tonight i will find the shader i made doing this and take some screens + a little write up for you. i took it a bit farther and use 2 vert colours with my, useing the red channel, to blend between 2 texture, and using the green channel to effect how hard or soft the transition is.
natetheartist has a great paintover there, and Mr.Skull face hits on some good points with the feature softness, soften up the nose and cheeks, it should be a big step in the right direction! also you might try makin her eyes just a tiny tiny bit bigger than the standard head width/5. -Woog