I think you forgot to add the fingers Joking aside, looks really convincing. One thing i can spot, the distance between the different tiles is not the same in the ref. Large red tiles have almost no distance between them, while yellow tiles match the distance you did. The smaller tiles have a more beveled edge making them look softer and with more distance between them.
Yup, I added some liquid stains and some color variation for the dirt. I also increased the roughness contrast I think this looking better, thanks. let me know what do you think.
I noticed in the reference that all of the little pebbles imbedded in the tiles all reflect light in slightly different ways. I think taking the noises you used to mimic the pebbles in the color channel, and plugging them into your roughness channel as well would help. Also I think there is still a little too much bevel or gap between the small and extra-small red tiles. Other than that, it's looking really good so far.
Thanks JamesBrisnehan, I already have different roughness for pebbles. But I get what you mean, I will try and increase the effect so that it is more noticeable. I will also see if I can fix the bevel section too
Worked out decently actually. thanks! I will do some tuning to the surface damage on the big square tiles a little. but if you find anything else let me know
I don't want to sound nit-picky, but since you asked: I noticed that in the reference the large red tiles and medium yellow tiles have little micro divots with higher roughness and a bit of AO, that help break up the specular highlights. Also, the yellow tiles in the ref. are more rough in general than the red tiles (except for the imbedded pebbles), and a bit darker and more saturated in color than where you have them in your material. Those are couple of extra little details you could add or enhance if you want.
Hey, that's really cool. I would add some sharper roughness variation and discolouration to the red checker tile area, but this is just a personal preference. The damage in the bottom right cylinder reference seems a bit messy, maybe clean up that noise?
Ashervisalis said: Hey, that's really cool. I would add some sharper roughness variation and discolouration to the red checker tile area, but this is just a personal preference. The damage in the bottom right cylinder reference seems a bit messy, maybe clean up that noise?
Thanks for the feedback Ashervisalis, I will try and clean up the surface damage. other than that don't you think adding sharper roughness and discoloration looks repetitive? Usually, I do that sort stuff using decals when implementing this in the environment. I will give it a shot anyway and see how things look.
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Joking aside, looks really convincing.
One thing i can spot, the distance between the different tiles is not the same in the ref. Large red tiles have almost no distance between them, while yellow tiles match the distance you did. The smaller tiles have a more beveled edge making them look softer and with more distance between them.
Yup, I added some liquid stains and some color variation for the dirt. I also increased the roughness contrast I think this looking better, thanks.
let me know what do you think.
Worked out decently actually. thanks! I will do some tuning to the surface damage on the big square tiles a little. but if you find anything else let me know
I noticed that in the reference the large red tiles and medium yellow tiles have little micro divots with higher roughness and a bit of AO, that help break up the specular highlights. Also, the yellow tiles in the ref. are more rough in general than the red tiles (except for the imbedded pebbles), and a bit darker and more saturated in color than where you have them in your material. Those are couple of extra little details you could add or enhance if you want.