Looks good. The material is very.. subtle. Perhaps you could have used more geo on the upper left corner of the casing around the ejection port / charging handle area. Perhaps the handle could've used just a bit more geo too.
I also would've straightened a lot of the UV's (for example, the magazine) to avoid aliasing; at the cost of slightly more distortion. Remember too that lighting information shouldn't go in the albedo/diffuse map for a physically based render. Did you use the dedicated AO slot in tb2 instead? And use local reflections etc.
Thanks. I didn't know Toolbag had a dedicated AO slot. Now I'm a little confused because I've seen tutorials where people just put AO on multiply mode on the top layer. Probably they were outdated. So, if it shouldn't be baked into color maps, what do I use AO for (aside from that slot)? And what maps should I bake and use in albedo/diffuse?
Try to contrast a little bit more the details so that they pop out
You can use the AO bake to make dirt layer. Pretty sure there was a tutorial somewhere but I can't find it anywhere. If someone has it , that would be handy.
The wear on the steel might be a bit over the top. Remember you can add wear in other ways. Here's a picture of a vintorez in use with the VDV 45th recon. Lots of dirt, particularly the underside / front of the barrel.
The barrel also seems quite less reflective in some references like these. Also 9x39mm doesn't have a brass casing. Apparently the correct term is 'bimetallic casing'
Rumkugel: Thanks. No worries, I'm not fishing for compliments either, that's why I posted it here. At this point even mediocre sounds like win to me.
Bek: Thanks for pointing it put. Yeah, I was thinking the same about the wear. I'll try to fix it and add some dirt.
By the way, here are the flats so far:
Replies
Just my opinion, but I think it needs a bit more damage and dirt
I also would've straightened a lot of the UV's (for example, the magazine) to avoid aliasing; at the cost of slightly more distortion. Remember too that lighting information shouldn't go in the albedo/diffuse map for a physically based render. Did you use the dedicated AO slot in tb2 instead? And use local reflections etc.
But I think the texture need a bit mre of work
Sorry for noob questions.
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.polycount.com/forum/showthread.php?t=146677
Anyway the gloss map is flat, try put more details there as well so that they pop out a bit.
Check this flat as exemple, it's awesome : http://www.polycount.com/forum/showthread.php?t=81572&page=4
Try to contrast a little bit more the details so that they pop out
You can use the AO bake to make dirt layer. Pretty sure there was a tutorial somewhere but I can't find it anywhere. If someone has it , that would be handy.
To be honest, it´s mediocre atm.
The Normal Map looks alright, but you missed alot of details, texture is pretty bland..
You entirely missed out the cut out sling attachment, thats on the left side of the handguard.
There´s alot of ref Material of the gun and a whole gallery made by a guy called KARDEN.
Google it, you´ll find good pics.
The barrel also seems quite less reflective in some references like these. Also 9x39mm doesn't have a brass casing. Apparently the correct term is 'bimetallic casing'
Bek: Thanks for pointing it put. Yeah, I was thinking the same about the wear. I'll try to fix it and add some dirt.
By the way, here are the flats so far: