He's half-Japanese, the canthi is hidden inside. I didn't like the strong light on the jeans, so I tone it down. The diffuse only render is without any adjustment. For the eyes, read above.
I do not see invert the green channel in UDK what version are you using? normal as a diffuse, still looks like a bake issue to me. The weird colors are from UDKS suggested settings
Bake in xnormal, Blender doesn't really have proper normal baking features. Also view your normals as a working normal map, not a diffuse map. It will be easier to see what is wrong with it, if anything at all.
I'm going for rough where wear would occur. I want to give the impression of a cared for but old rifle, hence the deep grain, rings and scratches. I think you're right on the brightness of the diffuse.
So here it is, my preliminary done Mosin Nagant rifle. Any comments and crits are welcome! Maps (1/2 resized): 1-Grid 2-Diffuse + AO 3-Normal 4-Specular
Here it is the diffuse, WIP update, still have to add logos. crits please. This model will be pretty small on screen its for command and conquer tiberium wars. How long should it take to do the texture? (:
The best way? Painting them manually. This is the best way. But it is also possible to generate the maps out of diffuse map by setting up the levels and saturation ... but this isnt recommended. They are already many threads out there with this topic.
Silk is easy it's all in the textures. Just give it a dark red diffuse and a bright red specular ( assuming the silk is red). Give it an upper mid range gloss value and make sure the normals are convincing.
Any criticism at all =) Yeah I agree with you on this, it seems to be a much harder transition in UDK than it did on my polypaint, perhaps I'll need to edit my diffuse a little. Thanks Turista.
Interesting environment you got there. I like the detail in your normal and diffuse maps. If possible could you show the wireframe of the models and the maps spread out? I'm really interested in seeing more of it.