Hello o/
So i've been working on this sci fi gun thingy for about a week now and to try out texturing i started with the cartridge. I soon realised that i'm pretty bad at texturing. At first i was going for a plastic look for te cartridge but tried metal instead and all i can say is that it feels like a mess.
My color doesn't come out enough, the model only looks ok under the right lighting otherwise it looks bland. (in these two photos the color is turned down more than normal)
Here is another but with a bit more color(still not happy with it tho x) )
So i what i really want to know is where can i go to learn how to texture pretty things (tutorials, wiki's etc...). The look i want for the model is very Star Citizen ish or Alien Isolation if you see what i mean ^^
Here are my Diffuse and Lighting maps (WIP):
Replies
So either exaggerate the scratches and features in the texture so they will be apparrent on a 512x size texture or add more polygon's along the bevels and slidy bits.
Side still needs work:
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
Second this is get a better highpoly to work from. Honestly the majority of good texture work comes from a good highpoly with a ton of different baked maps.
I got a good high poly.. i think x)
This low poly model is based off my high poly and i baked the normals and light maps from it (using skylight and render to texture in 3ds max).
i'l give those a good read this afternoon if i get a chance
Stuff like this:
Where just the quality and range of the bevels makes it interesting to look at. All your edges are just perfectly sharp, i can barely see the normal do anything anywhere.
But if i modify my base mesh after unwrapping the UV's doesn't it mean i'm going to get plenty of errors or is there a method that i can use to conserve my UV's
Beside, when texturing realistic objects, you should look and use real references, then add "wear and tear" where it physically could be. Tbh, texturing is better on first post.
So your object has been on a wet floor, all bottom should be rusty, not only one side. The lower angle can't be scratched this way. Symmetry is too spotable, don't use it here...
Try to tell the story of your asset, be precise with details, but yeah, look at references. You can't learn without it.
Noticeably my lights have gone extremely weird on the surface of the front of the cartridge. Here are two photos to compare (one with orange emissive is old and the one with blue emissive is the newer crappier version).
ALSO, the levels of light intensity are the SAME as before (for both gloss map and spec map)
OLD
NEW
(pretty old stuff; without ddo or any other similar tool)
Make a high poly, make a new low poly, bake maps, etc. It's worth it, trust me.
As Xoliul said, with such a "basic" looking shape, it will be very hard to make the object look better with just some textures. I would suggest trying to make a slightly more complicated model before trying to dive head first into texturing. In fact, it might be better to just focus on modeling and texturing just the magazine first. Make the best damn magazine you can, then for your next project, try making a full weapon. Good luck!
I will try and draw up a picture for scale based on a human but for the little difference changing the sides will add it won't be seen i believe.
But then again i do like the simplistic and minimalist style ^^'