I agree with both the post above I would also ask if you looked at reference or did you just make it? Reference will help to pull that idea in and give you a realistic base to work with.
On the stills I think the texture for the sign looks decent. I quickly looked at reference photos for stop signs and I didn't see any that were made from rough steel as the back of your sign would suggest.
I would add geometry to your floor plane so you could push and pull it to match the texture a bit. Also adding in a 3 point lighting setup to show off your model with soft shadows would help improve the presentation a bit.
Over all I don't think your texturing isn't as bad as you suggested. I would just knock down the normal a bit and increase the contrast in your spec.
I had some time to through together a damaged stop sign it not 100% but here is my take on it. I'm not say that it needs to be like this but this is how I would approach a project like this.
I had some time to through together a damaged stop sign it not 100% but here is my take on it. I'm not say that it needs to be like this but this is how I would approach a project like this.
Not going to lie, your example has more problems then the OPs stop sign.
I would say the only feedback I would give the OP is do not use zbrush auto UVs because they get all wobbly and crooked. Do it by hand in Maya/Max and make sure everything that can be straight is and nicely alighted together. Also do not bake a normal map in zbrush, it doesn't actually do it correctly, use xnormal for better more accurate results.
As for the textures its self, better material definition and more large scale detail would help a lot. Almost all your detail is really small fine grain stuff and looks a bit noisy. Also your textures are not technically correct for a PBR workflow, you metal diffuse color should be super dark, like almost black. I am assuming you are using Marmoset 2, but not sure.
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I would add geometry to your floor plane so you could push and pull it to match the texture a bit. Also adding in a 3 point lighting setup to show off your model with soft shadows would help improve the presentation a bit.
Over all I don't think your texturing isn't as bad as you suggested. I would just knock down the normal a bit and increase the contrast in your spec.
http://www.polycount.com/forum/showthread.php?p=2107718#post2107718
Not going to lie, your example has more problems then the OPs stop sign.
I would say the only feedback I would give the OP is do not use zbrush auto UVs because they get all wobbly and crooked. Do it by hand in Maya/Max and make sure everything that can be straight is and nicely alighted together. Also do not bake a normal map in zbrush, it doesn't actually do it correctly, use xnormal for better more accurate results.
As for the textures its self, better material definition and more large scale detail would help a lot. Almost all your detail is really small fine grain stuff and looks a bit noisy. Also your textures are not technically correct for a PBR workflow, you metal diffuse color should be super dark, like almost black. I am assuming you are using Marmoset 2, but not sure.