Hey, I'd work on the render a bit. It's really dark, so I can't figure out roughness variations. Also, I think it'd be better to display the material on a flat surface (cube or plane) like it would be in practice. I would also increase the material tiling to 2, because you'll rarely see this material so close up.
Hey, I'd work on the render a bit. It's really dark, so I can't figure out roughness variations. Also, I think it'd be better to display the material on a flat surface (cube or plane) like it would be in practice. I would also increase the material tiling to 2, because you'll rarely see this material so close up.
right now it looks really procedural/grunge mappy and dark. I also dont get why you are using a metallic mask with low values, there is literally no metal on this material, so either using a constant 0 in engine or a tiny black texture would suffice.
I think you need to work on the roughness and albedo a bit more, the dirt looks super dark and uniform and the roughness doesn't read like your reference images. keep going back to the reference and really try to match it
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reference
Maps
(AO,Roughness,Normal,Metallic,Height and Base Color)
I think you need to work on the roughness and albedo a bit more, the dirt looks super dark and uniform and the roughness doesn't read like your reference images. keep going back to the reference and really try to match it