Here is a cool prop I am working on right now. I still need to texture the blackedout part.
I'm also trying out alot of different lighting scenarios so these r not the final ones yet.
I think your metal is not reading correctly. In the concept it looks like highly reflective metal, almost chrome, in your render it looks like a gray plastic. Can you post your texture flats?
So I tried a few more lighting setups today and I'll think i go with the first one (left side) for the final render and I will also add 2 lights later.
Which one do u guys digg the most?
I also experimented with this material a bit more to get the right feel (Am I going in the right derection)?
Think about placement of wear and tear, now many of the scratches is randomly placed makes it look noisy.
Also when making you specular think about the real life materials you are representing, like the stripes, would most likely be a sticker so the specular value would not change between the two.
Your uv map seems a bit inconsistent like the part with the screen has almost half the uv space of the plate in the back.
Did a small paintover for you, showing some of what I mentioned.
Replies
I also intensified the gloss and spec amount to 1 in MT2.
It might also help to attach pictures as links from an image share so people can see them without having to click on the pics individually
The second one is much better.
Did you have some more Pictures?
Dont tone the Picture so red
the metallic portions have too high diffuse values, and too low specular values. the non metallic portions have too high specular values.
Also, remove the AO from the specular map, use the AO and Cavity slots in toolbag instead.
Are we talking about the specular color map or do u mean the actual diffuse map.
http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
This is a really good resource for physically based values to use in your reflectance/specular.
Which one do u guys digg the most?
I also experimented with this material a bit more to get the right feel (Am I going in the right derection)?
Also when making you specular think about the real life materials you are representing, like the stripes, would most likely be a sticker so the specular value would not change between the two.
Your uv map seems a bit inconsistent like the part with the screen has almost half the uv space of the plate in the back.
Did a small paintover for you, showing some of what I mentioned.