This model is to be used in Unreal Engine 4 and I used Metal-Rough workflow with this.
I needed to cut some corners to keep the poly count low as my project requires it but I think this is passable.
Realistically this surface would be way more rough and not so shiny, but as my virgin eyes fell in love with the huge specular range of PBR, I just can't get enough of these shiny parts.. the idea was to represent the difference between dusty/scratched green plastic and more shinier surface under it. It might be a tad much though.
I checked the luminance values of albedo and made sure they fit generally in the area of plastic around. In this model 0.47 (Photoshop reports .47 median, am I right to reference this value?)
Id really appreciate your comment or advice.
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Its looking good though! out of curiosity, what is your triangle count at?