One is adding some warm cool color variation. Check out this image. Concrete has a lot of different subtle grays in it.
Secondly, when concrete absorbs water it becomes darker and loses the shine when the water is no longer on the surface. I think adding this between the wet and dry areas could help.
I like your material it's pretty cool but I can't say if it's mud or fresh concrete. If you want just to create a normal concrete material with some humidity in it maybe you can break the fact that your humidity map is the exact reflect of the volume of your surface. You could maybe reduce the size of your grain as well.
Hey
It needs more normals to determine what it is... is a little bit flat
Also color variation and some info on the roughness to help defining the materials.
Hey
It needs more normals to determine what it is... is a little bit flat
Also color variation and some info on the roughness to help defining the materials.
One is adding some warm cool color variation. Check out this image. Concrete has a lot of different subtle grays in it.
Secondly, when concrete absorbs water it becomes darker and loses the shine when the water is no longer on the surface. I think adding this between the wet and dry areas could help.
Your roughness doesn't really look right, it should, if anything, be more binary imho. That is, either it's rough or its shiny (if there are puddles) and if there are puddles the normal map should be flat in the area where roughness is pure white. Otherwise, concrete will usually absorb water and go dark but not be. Like sand does on a beach where you can see waves have reached far up, it's not really shiny, just darker. Either way your roughness is too noisy for this particular texture.
Replies
Will these work? Thanks.
One is adding some warm cool color variation. Check out this image. Concrete has a lot of different subtle grays in it.
Secondly, when concrete absorbs water it becomes darker and loses the shine when the water is no longer on the surface. I think adding this between the wet and dry areas could help.
It needs more normals to determine what it is... is a little bit flat
Also color variation and some info on the roughness to help defining the materials.
Use more referencing for it!
Hope it helps
I would really like to try to get like maybe some small rocks or pebbles but i'm having a hard time doing it.
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A close up shot.
Post your texture flats, Albedo, Roughness, Normal Map, Metalness etc. so we can determine what the core issue may be.
Base:
Normal:
Roughness:
My Metallic is just black.
And on a Flat Surface
Do you have a height map and so map to show too?