Nam.Nguyen wrote: »Update : today I redo all the texture from scratch, this time I use metalness workflow. Hand painted everything is a pain in the ass, but in the end of the day, it's paid off.
Still not reach the level that I want, but I call it done for now
test in some different light conditions
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With that said, the metal on these were heavily worked, and have tons of interesting detail that you can add to the normal map.
ZOOM in to see the surface details.
Also, be careful about those bright white marks on your diffuse. Most details like that in metal appears below the top layer surface, and is usually dark-ish on the diffuse but brighter in the spec/reflection. This will also make it look great in motion.
For time, we would probably have around 6-7 days for a FPS handgun. On the other hand, this is a relatively easy gun to make, so perhaps 5.
How much time did you spent?
Anyway, I probably gonna redo the textures soon, and post it in this thread.
@Grungy : here is the texture flats
Albedo/Spec/Rough
@Spoon : 6-7 days for me, ( this include 2 texture version, some struggle ). I learned a lot through this, so next time it'll probably faster.
here is another version I made earlier
I think the general variation/smearing thats happening on the flatter metal surfaces is a bit too contrasted, maybe tone that down a bit.
Same with the scratches, maybe they could be a bit more subtle.
I've read some tutorial about PBR, basically they said no "light information "in Albedo map. in my flats, the dark area represent dirt, and the light area is worn surface.
Anyway, I'm just explain my ideas behind it, you're right something funky going on here, and I'll try to fix it. Thank very much for you critique
However I agree with gsokol in regards to materials, they could use some work.
Even if the light spots are edge wear they would still be incorrect on the albiedo.
The surface your shooting for seams to be a raw metal with a metallic coating or some kind of finish. So you're basically starting with one type of metal or metallic finish on the top layer, and scraping into a different quality of metal. Both of these metals will have different properties, but the albiedo for both will still be dark, as they are still both metals.
To represent this in a map I would make the main gun metal a dark grey (similar to what you have now) and make the scraped areas black, or very dark gray. Then create separation in your reflectivity and roughness map. Make the main gun metal less reflective and less glossy, and the scraped metal more reflective and glossier.
Take these materials for example. If I was blending from a gold to a rough steel, the albiedo would undergo a slight shift, but the main difference is the quality of light reflected from the surface (reflection color/intensity/gloss)
As for the dusty areas being black in the albiedo (or so it seems): Notice in this PBR table how the albiedo for rock, dirt, Coal, plaster, etc. are all lighter values. Closer to a middle gray, and they have more saturation to them. This is because when light hits these materials less of it actually bounces off and the light that does will not change in color. So all the color information needs to come from the albiedo and the value of non metals are typically lighter than that of metal.
I would personally bring a little more action into the wood via reflectivity and roughness. Quacks first example is a nice wood IMO. Maybe a slightly dark albiedo for it as well.
Overall I think the this awesome! Just some map value/hue tweaks to bring it to a more realistic level :thumbup:
Edit: And yeah. I can't fucking spell ableidbololol.
and disregard whatever Per is about to post. He's drunk again.
ABLEIBO
Still not reach the level that I want, but I call it done for now
Images in #1