I think you need to work on your materials some more. It looks like you're using Marmoset Toolbag?
Some tips:
A. For exposed metal and scratches, the diffuse should be very dark(almost black), while the specular and gloss maps should be bright
B. Your gloss map needs a lot of work (if you have one, if you don't, make one!) gloss is really important in defining the surface roughness of various material types.
C. If you have a gloss map loaded (it goes in the specular alpha) make sure you set the specular sharpness setting to max, otherwise the gloss map only controls a small range of gloss values.
SirSpangles, what is dDO?) "wear and tear on the edges" of the whole model was hand painted(i was MAD when photoshop corrupted my spec.psd), only scratches were textures
very nice, Quixel's dDO is a program that a lot of people are using to texture and render they're hard-surface modeling. It works off of a material list that you plug in and apply to the geo then you pretty much add effects and adjust sliders until you have what you are looking for. It uses the UV's and normal map to determine wear and tear, dirt, grime, paint chips etc. Its nice but I kind of look at it as cheating. The results are really damn nice though
SirSpangles, yep, i;ve just watched features video. it's kinda cheating, but i think it would be a good combination with hand painting. like baked maps, at some point they are cheats to)
DarkStar i'm making it for postapocalyptic character so it wasn't exploited carefully)
If you really have to have that much wear, you have to remember that any exposed steel that's not protected by a coating is going to turn to rust fairly quickely.
Not really, you still seem to have the same problems. The reflective areas like the chipped painted metal, and chrome areas are still much too bright in the diffuse map, and much too dull in the gloss.
Metals reflect the majority of light that they receive (so they are very reflective, and not diffuse). Your diffuse texture should be almost black anywhere you have exposed, polished metals.
EarthQuake, skretches are almost pure black in diffuse now. and that isn't chrome: i tried to make a bit polished coz the movement material
Thank you all very much for feedback, it inspired me to work a bit harder)
Didn't want to make it rusty as hell, just made some bits of rust and minor adjustments. any suggestions?
(comparison)
SirSpangles, yep, i;ve just watched features video. it's kinda cheating, but i think it would be a good combination with hand painting. like baked maps, at some point they are cheats to)
DarkStar i'm making it for postapocalyptic character so it wasn't exploited carefully)
If then and if i was you, i would add as much detail to the hand guard and to the stock. They seem brand new compared to the rest of the gun.
final version. i'd make some adjustments in nDo2 but for some reason it doesn't work well. Do you think 11k triangles is to much for current/next gen game weapon?
Replies
Some tips:
A. For exposed metal and scratches, the diffuse should be very dark(almost black), while the specular and gloss maps should be bright
B. Your gloss map needs a lot of work (if you have one, if you don't, make one!) gloss is really important in defining the surface roughness of various material types.
C. If you have a gloss map loaded (it goes in the specular alpha) make sure you set the specular sharpness setting to max, otherwise the gloss map only controls a small range of gloss values.
DarkStar i'm making it for postapocalyptic character so it wasn't exploited carefully)
Not really, you still seem to have the same problems. The reflective areas like the chipped painted metal, and chrome areas are still much too bright in the diffuse map, and much too dull in the gloss.
Metals reflect the majority of light that they receive (so they are very reflective, and not diffuse). Your diffuse texture should be almost black anywhere you have exposed, polished metals.
silver_hoodlum, thank you)
EarthQuake, skretches are almost pure black in diffuse now. and that isn't chrome: i tried to make a bit polished coz the movement material
Thank you all very much for feedback, it inspired me to work a bit harder)
Didn't want to make it rusty as hell, just made some bits of rust and minor adjustments. any suggestions?
(comparison)
If then and if i was you, i would add as much detail to the hand guard and to the stock. They seem brand new compared to the rest of the gun.
Anyway great model, pretty good work!!!
btw is 11k triangles to much for weapon for current/nex gen 1ps?