Just a quick Bump, getting the normals fixed and rebaked as I have most of the lowpoly in marmoset toolbag 2, getting Spec,Gloss, and Diffuse colors in. The lowpoly is still missing a few pieces that I'm currently baking normal maps for!
@EarthQuake yeah I think the fingertips are just a tad thin. Damnit. And I do need to pump up the diffuse a bit. The SSS is not popping through enough. That's what I get for finishing at 4am and thinking I was done. lol
WoW, looks, really great. Why you don't use a Normal map for this work? Can you explain me a bit, the differences between (Albedo, Metallic, Glossiness) and (Diffuse, Normal, Specular, Gloss), or any tutorial or something. Thanks :)
yeah much better, now, your diffuse. It has too much information, try it only with basic colors instead of so much photo sourcing. it makes your texture look too blurry. leave that stuff for the spec, if any.
Far as I know from my experience is skeletal meshes only have a 0 UV channel which is the diffuse. Then they are running with shadows in real time so they are depending on the settings from the light sources in the environment and or a light environment setup.
I agree with what dim is saying here. The diffuse is looking, great, the bake is killer, but the spec is certainly lacking at the moment. A better lighting setup would help this out as well. Try and get some rim light all up in there.
Loving how this looks Webster, I would personally love to have some more spec on the chipped paint parts, which would really complete the specular map. The wood and paint is already pretty damn good and so is the diffuse.
the stickers also shouldn't be the same color in spec as in the diffuse, this will create a strange sort of glow in the dark look. green in spec means the reflection is actually green, i'm not sure what sort of paper the stickers are printed on that would reflect green =)
Very nice model, just work a little on the diffuse and the spec a bit and you'll be good:) You need to define the material a bit more and set some highlights here and there because it looks abit boring at the moment. Best regards, ToxiQ
Update on the texture. I'm calling the diffuse done (aside from any crits of course), and i'm moving on to the spec to complete it. I'm also going to change the color of the blue lights to white, keeping the glow blue to give it a florescent look.