I am working on some materials to get the basics of it down before I move onto more complicated stuff. So please, bring on the crits. Renders done in UDK.
I'd say the circles on the ceiling tiles could do with a bit more definition and a more gradual edge to them, I'd only notice them in game if I stopped and stared at the ceiling.
Also adding some height in the normal to the red paint would help to sell it a bit more. In fact more overall texture which is there in the dif and spec but completely missing from the normal map. Scratches, paint, general surface texture, etc. The normal has it as a glass smooth surface but that's at odds with the other maps.
Try push it too far (and save your photoshop versions) then pull it back to an appropriate point.
Just keep an eye on your values and what would actually have height. So the scratches are light in the diffuse map but would be inverted for the 2D normal generation as they would be lower than the overall height.
Xnormal and NVidia do a photoshop plugin with normal map filters:
LordSebbington - Great points about the metal. I'm scared about your comments for the cement texture - is it that bad that people can't even see it's cement? Or was it the presentation?
JustGarry - Good idea, I am pretty inexperienced in specular maps, so it's a learning experience!
Don't worry, I was going by the perspective mainly - it seemed like I was looking up at tiles. Maybe add some fine cracks to the normal. ~The polycount wiki is full of useful tutorials - http://wiki.polycount.com/
What context will the texture be used in? Floor / wall / ceiling? If it's appropriate I really like adding water drips to my specular that are super bright and then a subtle corresponding dark colour on the diffuse. Depending on the context maybe some algae growth too.
Try to get them in a basic scene though and see how your different textures work together - UDK and Unity are super quick for that and let you run around in it in no time.
I am trying to go for a cleaner metal look, just slightly worn.
Just played with the cement spec a bit. Debating making it messy or cleaner. I might make a very beat up variation in the future. I also need to work on the normal map, cracks (as you said ) and such.
Replies
What would you like to see, other then the UDK renders I already have? Turntables?
Also adding some height in the normal to the red paint would help to sell it a bit more. In fact more overall texture which is there in the dif and spec but completely missing from the normal map. Scratches, paint, general surface texture, etc. The normal has it as a glass smooth surface but that's at odds with the other maps.
Try push it too far (and save your photoshop versions) then pull it back to an appropriate point.
Here's a CGTextures tutorial for getting more depth to your normal maps from 2D images: http://www.cgtextures.com/content.php?action=tutorial&name=normalmap
Just keep an eye on your values and what would actually have height. So the scratches are light in the diffuse map but would be inverted for the 2D normal generation as they would be lower than the overall height.
Xnormal and NVidia do a photoshop plugin with normal map filters:
https://developer.nvidia.com/content/nvidia-plug-adobe-photoshop-64-bit
http://www.xnormal.net/Downloads.aspx
http://forums.cgsociety.org/showthread.php?f=46&t=373024
http://gametextures.com/blog/2012/08/08/224/
http://www.indiedb.com/groups/3d-artists-group/tutorials/photoshop-bringing-balance-to-a-texture
JustGarry - Good idea, I am pretty inexperienced in specular maps, so it's a learning experience!
Fwap - Thanks for the links!
What context will the texture be used in? Floor / wall / ceiling? If it's appropriate I really like adding water drips to my specular that are super bright and then a subtle corresponding dark colour on the diffuse. Depending on the context maybe some algae growth too.
Try to get them in a basic scene though and see how your different textures work together - UDK and Unity are super quick for that and let you run around in it in no time.
I am trying to go for a cleaner metal look, just slightly worn.
Just played with the cement spec a bit. Debating making it messy or cleaner. I might make a very beat up variation in the future. I also need to work on the normal map, cracks (as you said ) and such.
I'm gonna look into that. Just need to find the right material nodes