its looking pretty good so far, nice roughness and yet soft to break up the noise, good depth and variation in debris. and you said you'll be doing work on the diffuse? welp, I can't wait to see it.
Because that'll just create a basic phong material, which is a basic representation of surfaces in real life. There's many view dependent, surface dependent effects that occur on surfaces that simply phong spec diffuse and normal can't express.
@Cglewis Ok so I changed the spot to a directional which has turned out nice. I dont think the spherical reflection would work seeing as I'm just using diffuse maps. I'll be plodding away... :)
Ok i added a noise overlay normal to everything and increased the bump.. I think one reason certain peices are looking flat is because of the diffuse not showcasing highlights. ILl have to go back and fix that soon. -Buddikaman
coming along nice demoncage. looking forward to seeing him with a diffuse texture. BTW I used to accidentally turn off my machine at work all the time. the damn switch was right next to my foot (doh)
Create a new material set it to wire, change diffuse color to black (or whatever). Clone the mesh, apply the material and a push modifier to bump it out just a hair and render. There are other more complicated ways but that's the simplest I've found.
Thanks for the advice =) I've tweaked it a bit, added alot more shading to the diffuse and some larger shadows to bring out the forms a bit more, i also darkened it a bit so you can see the shading more.
Personal Work. Ratchet, from the Ratchet and Clank games! Based on a line sketch by Joe Madureira. 1024 x 1024 textures, diffuse only, no light. High-res breakdowns and 3D View: https://www.artstation.com/artwork/nN4a9
Using the green channel of your normalmap as a mask for painted-in snow in the diffuse might also be a good idea. "DepthBiasAlpha" is an Unreal shader thingie, you won't find it in Max - might be a good idea to state software etc for clarity:P
Texturing in progress - it's the bane of my existence. I was never good at color theory but I'm giving it my 110% I am pushing for a stylized look so I'm minimizing use of roughness and maximizing AO, curvature and diffusion