So it finally happened, no more free updates. Version 2022.0.5 will be the last release for perpetual license holders.
Roughness Definition
I think one thing that could be improved is the overall roughness value of the metal. Most examples that I found on artstation have a higher roughness value. That way the scractches that have a significantly lower roughness value pop more. Basically a higher contrast between your roughness details should improve the overall realism. In the example you can clearly see the difference in values and I think its also supported by the albedo (brighter value where the roughness is lower) to further push the effect of the scratches.
Uniformity of Wear
imo your details look too uniform. I think you have a solid base here, but to push it further you could add details that "make sense". Take parts that are commonly used on the gun like the trigger and add wear details with direction. See these examples:
Rendering
Your rendering setup really could improve the look aswell.
Some notes:
+ Higher contrast of prop and background (most examples I found use dark backgrounds)
+ Use your hdri main light to softly illuminate your prop, everything should be clearly lit without any keylights but it shouldnt be too bright.
+ Reposition and recalibrate your keylights. Id make them "softer", meaning they should effect a bigger area of the gun. Then you can slowly add the same keylight with a stronger emphasis on certain parts. (thats the way I do it sometimes) Generally, you should experiment with it and work from examples of other artists. like these:
https://www.artstation.com/artwork/8eVgvG
https://www.artstation.com/artwork/nEbOy9
https://www.artstation.com/artwork/6aGWLn
https://www.artstation.com/artwork/2mvox
+ Light the back of the gun so the silhouette becomes more clear, like in this example:
Finnn
Hello there, I was working on this one for the last 2-3 months. I would be really grateful for some quality feedback.
when i was in art school a peer created a very cool environment that was just a single outdoor space the size of a backyard with great mood, custom assets, lighting, complete with weather and ambient sound. it was so effective i remember it to this day.
you should make a small moody environment space. it's small enough in scope that it's viable to take to polish in a reasonable time frame, can be screenshot and video clipped for your portfolio and even tagged with a download link to the map file and installation snippet.
use a modern engine and avoid being encumbered by design to focus on building a body of portfolio work. when you have cornerstone pieces, then get wild with old software and ambitious projects that will add breadth to your repertoire.
killnpc
well if heisenberg#0023 says so
A new game in Evil Dead universe inspired me to finish this project. It was one of the longest and contradictory personal projects, but I hope you like it. Character rendered in Real Time.











mickeal_alex
Second approach to displacament in Substance Painter