I feel like the orange has too much saturation or wrong hue to it. I also think there is too much of it. After a long time the metal will start to oxidize
Overall, I like the feel. Would fit right in in Fallout 3 or New Vegas. I have a few critiques though, to keep in mind.
I feel like there's almost no variation in roughness at all; it makes the model and textures feel very flat. The lighting environment, as well, isn't doing it justice. Can we see your texture flats? The diffuse also feels too noisy to me.
The high poly work looks beautiful, but it doesn't seem to convey itself well in the normal map, so I think maybe the edges were too tight to bake down well. Also, I feel like the chipping paint and rust aren't represented enough in the normal map, and are maybe presented too strongly in the diffuse. Remember that in PBR, you shouldn't include any strong lighting in the diffuse.
I think a few tweaks, to bring out the material definition, could make this thing pop.
Replies
I feel like there's almost no variation in roughness at all; it makes the model and textures feel very flat. The lighting environment, as well, isn't doing it justice. Can we see your texture flats? The diffuse also feels too noisy to me.
The high poly work looks beautiful, but it doesn't seem to convey itself well in the normal map, so I think maybe the edges were too tight to bake down well. Also, I feel like the chipping paint and rust aren't represented enough in the normal map, and are maybe presented too strongly in the diffuse. Remember that in PBR, you shouldn't include any strong lighting in the diffuse.
I think a few tweaks, to bring out the material definition, could make this thing pop.