Love the texturing work you've done on this, looks great. Did you try also adding the scratches on the wood you have in your specular to your gloss, but at a lower intensity?
I have a question about texturing, I am pretty amateur so I hope just about anyone can answer this for me.
So you used separate maps for the wood and the metals, how did you achieve this with only one model? (I.E. Material ID's, this concept kind of escapes me when it comes to having 2 UV's on one solid mesh.) Or are they separate models as well?
there's a lot of really odd stuff in the execution here. it looks all of the diffuse-looking details that are on the gloss only. that's great, but they are coming from having an extremely blown out gloss map and no real details or variation on the diffuse or spec maps. your asset needs to look good in all situations, not just in the bright outdoor light you designed it for. diffused, flat paint/coating scrapes need to go on the spec and diffuse as well to make sure the material is readable in more situations.
color variation and unique details are something this is lacking too. the blued metal is nice but it could use some help by adding a little color on the spec map as well. try painting some nice crevice dirt in the diffuse map. try giving different parts of the gun a different tone. you could also give the worn down areas some brown tone in the diffuse and darken them in the spec map. these are just a few ideas of how you can use the diffuse and spec maps to help you out.
and just avoid blowing out your textures. give them some range more than just extreme bright and extreme dark.
the materials look nice thanks to cryengine's pretty lighting, but the actual construction is... strange. hope this helps.
Replies
Edit: Guess I posted a bit late.
2048 each?
Any special material settings in CE3 for this?
Wood: Shader Illum
Metal: Shader Illum
Wood - 1024x1024
Metal - 2048x2048
edit: You're only 17? Holy shit dude.
P.S. Sorry for being not replying so long. I am very difficult to write in English. I use the Google Translator
I have a question about texturing, I am pretty amateur so I hope just about anyone can answer this for me.
So you used separate maps for the wood and the metals, how did you achieve this with only one model? (I.E. Material ID's, this concept kind of escapes me when it comes to having 2 UV's on one solid mesh.) Or are they separate models as well?
Thank you for posting!
color variation and unique details are something this is lacking too. the blued metal is nice but it could use some help by adding a little color on the spec map as well. try painting some nice crevice dirt in the diffuse map. try giving different parts of the gun a different tone. you could also give the worn down areas some brown tone in the diffuse and darken them in the spec map. these are just a few ideas of how you can use the diffuse and spec maps to help you out.
and just avoid blowing out your textures. give them some range more than just extreme bright and extreme dark.
the materials look nice thanks to cryengine's pretty lighting, but the actual construction is... strange. hope this helps.
Thanks for helpful advice, I will try to fix their mistakes
New screenshot
Here I used the 3Point Shader