Still working on diffuse, specular and gloss. Missing some details in certain areas but it's getting there. I would really appreciate any comments and suggestions on how to improve it.
I think you want the Ambient Color to be pulled all the way to the right and the Diffuse to 0, as far as Maya goes. That's what I've been doing anyway.
st0kje same here :D :D The floor is not tile perfectly. The concept is very interesting, and the light + diffuse on the wooden floor could be tricky. But it's early WIP. Subscribed !
without zbrush? you could try and paint them in your diffuse sheet, then nDo it. there are other ways, but this one will get you kind of "close" to a zbrush normal.
Alpha map should be in the alpha channel of the diffuse I think, haven't tried it yet. For your texture, the windows seem to miss dirt compared to the rest of the vehicle.
So today I finished up in NDO2 with normal and cavity and AO. Unfortunately I had to paint the AO for the larger pieces Polycount is 1766. On to the diffuse and spec!
Finished the low-poly sculpt: and made a few tries at baking textures - here's the diffuse only, an early version and a later version. I remain cautiously optimistic.
Fix the spec on the casing of the bullets, the spec should inherit some of the colour of the diffuse. Use the pic you posted yourself as ref. Other than that, this looks ace :)