It has to do with how Zbrush is set up as a painting program, similar to MSPaint or Photoshop. Like any other pixel-based painting program, you select a tool from the Tool Palette (such as a paintbrush, line tool, etc... ), adjust its draw settings and color values, and then paint the tool across the document/canvas to alter the RGB values of its pixels.
In Zbrush's case:
Most people just use Zbrush for sculpting, and so they primarily just edit the tool and then save the tool, never really giving the document any thought. But the core of Zbrush is still a painting program (hence its name), and is expecting you to paint on the document at the end of the day. What it shows you at all times is essentially a preview of what the 3D Tool you've drawn onto the document would look like if it were to be applied to the document. So if you draw a 3d Tool out onto it without any depth or material information enabled in the drawing, it's not going to show you that data. If the tool had any RGB color information then you might see that still displayed (albeit flat), but otherwise you're not going to see any sort of 3d surface unless the drawing of it has enabled MRGB and Z-Depth.
So that is why the solution is to drop out of edit mode and change the Material/Depth settings before the drawing is actually applied to the document's pixels (or if you accidentally have already applied them, then you can just clear the document and redraw the tool with its new settings).
And make sure that when you do draw a 3d tool onto the document, the MRGB/Z strengths are set to 100% strength otherwise some other oddities can occur when you try to edit that drawing (for example, if the z strength isn't at 100%, the model will appear flatter and you won't be able to edit its vertices)
Upload your files, otherwise people will only be able to make guess.
My own guesses : you likely put some useless hard edges at the border of all UVs even though there is no need for them ; and then somehow lost the hard edge information along the way. Or, somehow used a baker that split rays at hard edges, which would naturally produces a broken surface rendition. Or, some color depth issue. But again these are just guesses based on ... not much.
Please make the effort to describe your issue with full sentences as opposed to one-liners, and show/share as much as you can.
pior
@Fabi_G Great work as usual, only thing I can think of adding is maybe some mist on the inside or water droplets on the glass.
Been having a go at the stylised environment. Few more assets to make but getting there. Hopefully will have time after to do the other environment challenge.
atunnard
A first render setup. I incorporated some of the feedback like contrast in the albedo, fixed the brickbond and added some height variation.
For some weird reason, marmoset4 doesnt like to render my 8k textures. I exported in 8k, but the 4k and 8k renders look 100% the same. I am sure I had this problem before...
Anyways, here is the first sphere render. Not entirely happy yet, but nearly calling it done. Been too long already... Since february. Damn :D
Will also export some variations with various brick bonds, some grout variation and color. Also maybe cranking up / lowering some of the damage values for some nice variations. I might also put it on my stores, but graph definetly needs some clean up before that. Not presentable at all haha
Finnn
still a WIP< but close to the end.
Feel free to crit as hard as possible. Looking to improve.
Bionicphobia
3D_director
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.