After a year of learning I decided to try making the low poly version of this again and this time everything clicked. No simulator specs, just a plain vehicle. I hope to be done with baking tommorow.
New layout. I also tweaked some textures and took off the spec map on the roof. I think I mind just add a smaller one to it instead of getting rid of it completely. :)
Wow nice! so happy I stumbled on this - Keep it up! I agree with reserving one of those channels for spec it will be important :D subbed, more breakdowns if you have time too :)
Fixed the normal mapping issues, now to make the rocks look more like rocks... Chase makes some good points. I'm going to see what it looks like with high spec.
The straps look really odd. Probably because there is no normals on them and the material/definition and spec on the straps needs tweaking to differentiate itself from the material of the bag itself. Right now it reads the same.
for udk, loose some of that lighting info in your textures... you have a normal map it's redundant. also, make your diffuses with less contrast, get the contrast from your spec map.
Yes! Thats it. And yeah... That the shader doesn't allow to do that is an another question again. Nice job anyways! It could benefit from using metalness and roughness maps instead of the oldschool spec/gloss.
You can adjust the background brightness independently in the sky light properties. Its difficult to give further advice without knowing more information, like hardware specs, os, and screenshots of the problem.
oh that looks good, do you know if this will have problems with Open GL/ES? wanting to get it up and running on CuBox-i4Pro specs = http://cubox-i.com/ and scroll down a little