ApexBratBlasterOfSourcream: To be honest, I have no idea. Inspiration was taken from my old work door knob, With some license taken on texturing around the brass-ish areas. I'm honestly not sure what the dark wear/coat is/was but it looked neat. Less of an exercise on accuracy, and more of a kid in a sand box figuring out how his limbs work.
(Inspiration: )
Looking at it now, I think i'll add one more pass of Dark build up, Like on the locking twisty. Seems lacking atm.
Seforin:
Bardler & MR. SIG: Thanks guys! And yeah, For sure. Sorry in advance for slow loading times. Imgur/other hosts rape the compression. Cubeupload doesn't, But that means larger files/longer load :
1/2 Size
TeriyakiStyle: I'm gonna go ahead and assume that means this door knob is deliciously sweet, thank you.
Hey, Thanks Hotbitch. Big fan of the work you did on halo 4!
Thanks man, I did at least 69 assets for the game! I really like your m14 to be honest, I feel like it could use a bit more detail though to really bring out the realism behind it, for example there are spot welds on the bolt connecting it to the receiver and then a few spot welded muzzle breaks on the end of the barrel as well, all and all it looks good but I think that your colors really didn't capture the tone and feel of the weapon, this is due mostly to the fact it was used in brutal wars against innocent people by the us and the fact that such a weapon is colored in red (color of blood) I find this also offensive.
Other than that nice work and I like your doorknob. I think it's interesting that M2 uses regular gloss instead of roughness maps.
The diffuse is dark because working with PBS means you treat the materials your recreating physically accurately. Metals typically don't have much, if any 'Diffuse' or albiedo information. I can't say for certain, but i would assume metal naturally doesn't have much pigment. In comparison to something like dirt, or paint.
Spec and gloss do the majority of the heavy lifting when it comes to color/reflectivness of metals. Materials with more pigment will be more apparent in the Albiedo map. Having really dark values for metal helps to recreate the high contrast quality is has. Bright and reflective where light hits it, and dark where it doesn't.
So since you were only working with metals in this case the entire thing is dark, but if you were to have materials like wood, would that appear brighter on the diffuse?
Replies
Renderd in TB2.
____________________________________________________________________________
Door knob WIP! For texture practice in TB2.
HP
Normals+LOW
SO FUCKING COOL.
you are<3
Texture wip. Haven't had a ton of time to work on this, But it's fun exploring what is going on with TB2 ^^
Edit: looking at it now, I need to tone some stuff back. Little to harsh ATM.
ApexBratBlasterOfSourcream: To be honest, I have no idea. Inspiration was taken from my old work door knob, With some license taken on texturing around the brass-ish areas. I'm honestly not sure what the dark wear/coat is/was but it looked neat. Less of an exercise on accuracy, and more of a kid in a sand box figuring out how his limbs work.
(Inspiration: )
Looking at it now, I think i'll add one more pass of Dark build up, Like on the locking twisty. Seems lacking atm.
Seforin:
Bardler & MR. SIG: Thanks guys! And yeah, For sure. Sorry in advance for slow loading times. Imgur/other hosts rape the compression. Cubeupload doesn't, But that means larger files/longer load :
1/2 Size
TeriyakiStyle: I'm gonna go ahead and assume that means this door knob is deliciously sweet, thank you.
In order of "book reading style" (lol?)
Diff, Spec, Gloss, Normals.
Thanks man, I did at least 69 assets for the game! I really like your m14 to be honest, I feel like it could use a bit more detail though to really bring out the realism behind it, for example there are spot welds on the bolt connecting it to the receiver and then a few spot welded muzzle breaks on the end of the barrel as well, all and all it looks good but I think that your colors really didn't capture the tone and feel of the weapon, this is due mostly to the fact it was used in brutal wars against innocent people by the us and the fact that such a weapon is colored in red (color of blood) I find this also offensive.
Other than that nice work and I like your doorknob. I think it's interesting that M2 uses regular gloss instead of roughness maps.
CougarJo: Thanks man!
Check out my new thread guys, The Weekly Hard Surface Challenge !
Come join in
Weekly Hard Surface Challenge
The diffuse is dark because working with PBS means you treat the materials your recreating physically accurately. Metals typically don't have much, if any 'Diffuse' or albiedo information. I can't say for certain, but i would assume metal naturally doesn't have much pigment. In comparison to something like dirt, or paint.
Spec and gloss do the majority of the heavy lifting when it comes to color/reflectivness of metals. Materials with more pigment will be more apparent in the Albiedo map. Having really dark values for metal helps to recreate the high contrast quality is has. Bright and reflective where light hits it, and dark where it doesn't.
I might give it a quick test now that you mention it.
Meh.
*Removed cause trash*
Er...I was testing...The Gloss refractance bounce lit edge dialation from the....
Yeah. I got nothin. I was just jerking around lol.
Edited with better results
Edit:
More teaking (Thanks to Swizzle).