Hi there,
I was hoping for some assistance on this project I'm trying to get finished. It's my first proper attempt at creating a model using toolbag 2 in mind for rendering and I'm struggling on getting a good spec and gloss map working... so apologies for being the latest person to ask this question. I've read up a lot but am still struggling to apply what (I think) I've learned into practice. I've seen a lot of examples where some people have colour in their spec maps (depending on the surface type being either dielectrics or conductors) and then maps that are generally just black/whites/greys. What I'm having trouble understanding though is how to configure my spec/gloss maps without it affecting the base colours in my albedo map (at least too much). Once I apply a base spec map it just seems to wash the colour from whatever part of the mesh I'm trying to reflect properly.
Here's a shot of my model currently with just the albedo and ao map applied.
Any help with this or just feedback in general would be greatly appreciated.
Replies
You could also use a metallic map instead of a specular.
I think it would work good on this one.
And then get all crazy on your roughness.
Can you post youre texture sheets? So we can see whats going on.
1. http://www.marmoset.co/toolbag/learn/pbr-practice
2. This is also really good. http://artisaverb.info/PBT.html
So I would say you have a good start but it's looking a bit flat to me. It may just be because of the lighting but I think you could definitely push the indentations around the plates and the cracks you have. Also, shadows aren't ever just black, they have a bit of color in them, adding even the tiniest bit of color will definitely help bring some life back into your textures.
You could maybe also try denting the metal a bit too to add some visual interest? Just subtly though. The only reason I say that is because the screens it has are cracked so it would make more sense if the model as a whole was a bit beat up not just the two screens.
As far as the spec approach goes, I would personally go metallness map on this model. It'll look a lot better IMO. Either approach you go though I would definitely look into adding more dirt information in the spec or metalness map. Think about where it would've been touched or scuffed or anything. Grease and grime decreases highlights and will really push your model to the next level visually.
Lastly, a note on the presentation: I think you could do without showing the straight-on side angle for future shots, it doesn't really help display your model any better than your other angles at all, I would just show the other two angles you have. Just a few thoughts! Like I said though great start, you've got some really tight details which I definitely like.
Many have began suggesting a metalness approach which I'll take into consideration. How can this be used in conjunction with my other materials on the same map? Am I correct in assuming that I would need to create a metal material separately and then apply that material to any parts of the mesh that are metallic rather than working solely in one material?
@Stranger. Thanks for the links, I did read the pbr in practice one previously but unfortunely still left a bit confused :poly134: I will give the other a read.
@nickcomeau. Currently the model is at 7956 tris. Wireframe shot below. You made some interesting comments about the shadows and dents etc. So far I've just tried to follow the concept as closely as I can which I've also posted.
Keep up the good work it's headed in the right direction Definitely going to be cool piece when it's finished!
It looks a heck of a lot like claptrap. Maybe a very clean claptrap, and the arms... well here's IRL statue Claptrap for comparison