Now that's a good looking grinder. I like how you went your own way with some parts instead of 100% copying it, your textures are convincing, and you pulled off the whole antique thing. Your normals have some pinched/doubled edges though. This happens either when your cage has intersecting or open slits due to hard edges, or you have hard edges but forget to split the UVs. Looking at your marmo view up close, In this case it looks like the former. EarthQuake does a good explanation of your issue here: http://polycount.com/discussion/comment/1149243/#Comment_1149243 I'd go back and look at the cage and rebake it if I were you, as the normals are a bit distracting at the moment
Thanez nailed it. I think it's hard edges that don't have split UVs that is causing it.
Your material definition is fantastic, you really captured the wear and tear. In the future you may want to break your specular map up a little bit, at the moment everything looks fairly even where as you'd expect a little more dirt dulling down the specular in places.
This is starting to look good. I think you are missing out on a few key features that will help with the antique look.
1. The wood bits are lacking the kind of worn and slightly lightened look on the edges ( using your curvature map along with a mask can make this real quick)
2. Same with the metal parts. Especially the handle. some edge scratches or even just roughness variation on the edges will help it pop.
3. The wood grain is a little too pronounced. Try toning them down and adding some smaller scale fibers to help break up the wood.
4. Maybe add some normal map variation to the top dome piece. Almost like it has been dropped and dented. Something subtle.
Just adding these should help the overall realism of the piece. If you are trying to match concept, then you are almost there. But I would suggest taking this one step further. Keep up the good work!
Replies
Your normals have some pinched/doubled edges though. This happens either when your cage has intersecting or open slits due to hard edges, or you have hard edges but forget to split the UVs. Looking at your marmo view up close, In this case it looks like the former.
EarthQuake does a good explanation of your issue here: http://polycount.com/discussion/comment/1149243/#Comment_1149243
I'd go back and look at the cage and rebake it if I were you, as the normals are a bit distracting at the moment
Your material definition is fantastic, you really captured the wear and tear. In the future you may want to break your specular map up a little bit, at the moment everything looks fairly even where as you'd expect a little more dirt dulling down the specular in places.
1. The wood bits are lacking the kind of worn and slightly lightened look on the edges ( using your curvature map along with a mask can make this real quick)
2. Same with the metal parts. Especially the handle. some edge scratches or even just roughness variation on the edges will help it pop.
3. The wood grain is a little too pronounced. Try toning them down and adding some smaller scale fibers to help break up the wood.
4. Maybe add some normal map variation to the top dome piece. Almost like it has been dropped and dented. Something subtle.
Just adding these should help the overall realism of the piece. If you are trying to match concept, then you are almost there. But I would suggest taking this one step further. Keep up the good work!