my biggest criticism is in your reflectivity map. each material should really just have a flat reflective value, by painting variance in reflectivity what you're saying is that there are different materials all over the place. this is probably the biggest "hang up" from the old specular workflow that you'll need to get yourself out of.
i also think your reflective range overall is quite high for all of the non-metals in the scene.
Have flattened the spec map to more flat tones. Darkened albedo a bit. I tried adding hilites to the gloss but it looks weird, guessing it's just working against my spec or something. I keep making the whole thing look too glossy I think? want sharper specs (I tried lightening the gloss with undesired results). Yeah I can't can't this specular workflow out of my head
Looking really lovely, I think if you pushed the spec of the rocks to make them look less clay-like, that would help, just sharpen some of the highlights on the edges of the stones.
Keep it up!
Good question, I still can't quite decide what I want the bar to look like exactly.
I kinda like this material? maybe something with more colour though?
Here is my latest. I've darkened the spec for the wood as suggested and am now adding hilights to the stone pieces via the gloss map. Someone mentioned that the edges should be hard and sharp as they looked like clay but I found hard/sharp edges were hardly noticeable and I seem to be getting better results with big large highlights. Even so, you can only really notice them when looking from above. I guess I need to be adding a 3rd point light about now?
Also, I want to try and bring the 'depth' of the step stones to the flat platform of stones as currently they look a bit flat? I'm hoping to be able to either just adjust the low poly mesh by adding cuts and extruding or taking geo from the steps and intersecting some into the flat surface?
Well looking at that photo of the metal you just posted it looks to me like a combination of very rough areas (low gloss) for a lot of it but very smooth glossy highlights on edges and parts that are exposed to contact. I think I would actually be thinking about it more like a painted metal with chips and worn away areas than all one material. Which I see you have been doing in the reflectivity map but maybe that needs to be reflected more in the gloss?
Thanks Booze, have worked on it more. Think I'm close to doing a final render. Think I'm going to have to find a good tutorial tomorrow for rendering in toolbag, anyone know of any? Also thinking of doing a turntable video.
Anyone have any suggestions regarding the lighting? Is this good enough for final rendering?
Also a really daft question perhaps but can I officially call this a PBR asset??
Thought I'd try to add a floor. It's acting really odd though, my gloss and spec are almost black yet any added light floods the texture as shown in the right pic. It shouldn't be reflecting light at all should it?
EDIT : Also, I know I'm meant to put highlights in the gloss rather than the spec but I was getting better results by doing it in the spec. I seem to be doing it properly (flat spec) with the door and it's looking good but as I said, this material is acting very differently (it's just a duplicate of the door material with new textures)
Well, the in the shot on the right it looks like your light intensity is really high, as evident by the lighting on the door blowing out, so its not surprising that it would seem strong on the floor as well.
Also I'm not sure why you would want the spec and gloss to have such low values. Killing the spec will make your material feel much flatter, with only diffuse lighting, which would explain the normal map not looking like it is doing much.
Your diffuse is probably quite a bit too dark as well. Do you have some reference for this material?
Thanks EQ you were right about that light. Trying to just match it to your ref for now and getting better results. Added some more micro detail in the normals. Raised some stones in the geo. (maps - reflection / albedo / gloss)
Now put something in front of the door like a wrapped baby or something and tell a story with it. Or maybe add a quick wall with some torches. Anything to make it stand out. This has come a long way but i think you could push if farther since you're halfway there
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i also think your reflective range overall is quite high for all of the non-metals in the scene.
but the wood could be nearly the same value as the rock specularwise
now it looks a bit like plastic
Keep it up!
now for a question: what material is the frame around the door made from? is it metal? is it rusted or does it have a coat of paint over the top?
if it's a metal then the reflective value is a little low, if it's rusted or painted then it's a little high.
I kinda like this material? maybe something with more colour though?
Here is my latest. I've darkened the spec for the wood as suggested and am now adding hilights to the stone pieces via the gloss map. Someone mentioned that the edges should be hard and sharp as they looked like clay but I found hard/sharp edges were hardly noticeable and I seem to be getting better results with big large highlights. Even so, you can only really notice them when looking from above. I guess I need to be adding a 3rd point light about now?
Also, I want to try and bring the 'depth' of the step stones to the flat platform of stones as currently they look a bit flat? I'm hoping to be able to either just adjust the low poly mesh by adding cuts and extruding or taking geo from the steps and intersecting some into the flat surface?
Anyone have any suggestions regarding the lighting? Is this good enough for final rendering?
Also a really daft question perhaps but can I officially call this a PBR asset??
EDIT : Also, I know I'm meant to put highlights in the gloss rather than the spec but I was getting better results by doing it in the spec. I seem to be doing it properly (flat spec) with the door and it's looking good but as I said, this material is acting very differently (it's just a duplicate of the door material with new textures)
Yet...
Something isn't quite right.
Also I'm not sure why you would want the spec and gloss to have such low values. Killing the spec will make your material feel much flatter, with only diffuse lighting, which would explain the normal map not looking like it is doing much.
Your diffuse is probably quite a bit too dark as well. Do you have some reference for this material?
http://youtu.be/Xl0vhCVwS78