Hey, I remember your last thread. Good you're now moving onto rendering in real time now.
I believe the next step now is getting your asset to match game industry level. I'm not sure if it's just your lighting or materials, but it's way too dark to judge any detail on your gun (i.e what are your normals, roughness, diffuse etc).
I'm going to guess when he said photo texturing, he means you can't just slap photos of a real gun on your model.
That method is now considered archaic or comes into conflict with modern pipelines. You can use bits of texture from a real photo, but they must be done so in a physically accurate manner.
An example is texturing rubber. You can use real rubber but it can't have any specular or shadow information in it.
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I believe the next step now is getting your asset to match game industry level. I'm not sure if it's just your lighting or materials, but it's way too dark to judge any detail on your gun (i.e what are your normals, roughness, diffuse etc).
I highly reccomend checking this thread (favorite gun artist).
You'll see plenty of examples of what I mean.
@3DReaper: I'm making this for my portfolio.
@Mr.Brightside: Then how do I texture the gun?
That is not how you texture.
I would suggest following the excellent Grenade tutorial made by Tim Bergholz.
Grenade Tutorial by Bergholz:
https://www.youtube.com/watch?v=Y83FLL6TqF0
Some great reference for PBR texturing:
http://www.marmoset.co/toolbag/learn/pbr-practice
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.artisaverb.info/PBT.html
If you have any questions we are happy to help.
That method is now considered archaic or comes into conflict with modern pipelines. You can use bits of texture from a real photo, but they must be done so in a physically accurate manner.
An example is texturing rubber. You can use real rubber but it can't have any specular or shadow information in it.