Here are the wires and maps, I could have optimized the UVs a little more but didn't stress over it since I really just wanted to practice texturing. AO/Normal/Wires: Diffuse: Spec:
Usually when I use the reflection cubemap, I rigged it up to multiply/add with the diffuse. Don't think I've ever tried to plug it into the emissive, especially not if I wanted to use it as a light source.
You can bake vertex AO into the lowpoly. You do not want to bake AO into the diffuse. Most engines these days have things like SSDO and DFAO which creates occlusion in your scene.
Here's a brighter render to better suit the original painting :) Thanks for the info Swarm22...guess I'm so used to baking the AO into the diffuse that I didn't think about it when creating my Albedos!
Also if a regular triangulated sphere works best for creating a texture, you can use Render To Texture to bake the diffuse of a tri-sphere to the quad sphere. I've done that a few times and it works great.
Dat diffuse... The perfect combo of worn and used, but not so worn and used it looks like it was tied to the back of a truck and dragged for 27 miles. Great job sir, get your flats out for the lads.
back from vacation... time some updates 899 tris, 1024x1024 diffuse, normals, specs. this is all screencapped from the 3ds max viewport with xoliul shader materials and some post processing in the viewport
Looks like youv'e got way too much lighting baked into your diffuse and its too high contrast. For just 8 hours total, that's pretty great though. Nice speed model.
The floor panels come off as really flat to me, almost like you only use diffuse maps on them, some other parts could use a bit more detail, especially the door.
Thank you for that ill show my results later on today. Still working on the diffuse. Iv manged to delete the back polygons behind the plain. It came to 9 million polys. 3dsmax handled it okay.