Hi everyone, new user here
I've
been using Substance Painter for a year now and I feel like I have a
good grasp of the tools, but everything I make just looks awful.
Admittedly I've never been very talented when it comes to any kind of
art but I feel like at this point I should be getting decent results.
Here is a render album of a shotgun I made recently:
https://imgur.com/a/VWyPsbl
I
don't know if it's my texturing or modelling but it just looks so
trash. What exactly am I doing wrong? My models are intended for game
use.
Thank you.
Replies
Hmm .. your model looks ok. when you say " game use" what kind of game is it? In terms of texturing use real photo references to see the materials and also the normal amount of grunge on a weapon. Also you could add more contrast by adding more colours.
The specularity on yours has a bit to much grunge on it which kind of dilutes the metallic look.
The color consistency on your sis in the right direction by having some subtle variations of the key color but I dont think its quite subtle enough or based off of reference.
The micro details include edge wear which has a good first pass here but could use another run through i think and maybe same of that small detailing like serial numbers and the like.
Honestly your work isnt as bad as you think it is. it can definitely be improved but Its much better than I would have thought based off your title.
And compare your materials to the pictures below and study the materials used on them.
I honestly don't know much about lighting. So far I've textured my models trying to use real world roughness values, trying to get it look right in Substance Painter and hoping to fine tune the lighting in Unity at a later point.
Also if you wanna know what the pros are doing I would strongly recommend investing in their tutorials to see how they do things. If you got $100 around I would suggest Eugene's handgun tutorial https://gumroad.com/l/QZemE and Tim's tutorials (all of em) https://gumroad.com/timb?sort=newest&tags=tutorial
Personally they should be mandatory for anyone trying to make guns look good IMO. You don't have to use the same tools like them, but the thought process is the same.
The question is do you LIKE what you're doing.. If not, then quit and do something else - if you do, then keep doing it no matter what others say.
Yeah I think my main problem is seeing these AAA level models and textures and thinking they're easy to replicate. Some textures look deceivingly simple. I'll keep practicing and try to lower my expectations. Thank you for the encouragement.
You bevel shading transitions won't get noticed if they don't fade between edges. So you'll need to use custom normals, or actually make a proper HP bake, which replicates that shading. Also, games exaggerate "beveled" edges so it looks better and prevents aliasing. Tight edges are not really good in most circumstances.
I use a Blender add-on called HardOPS. It adds a bevel modifier and sets the smoothing angles. Usually 60 degrees gives a good result but I sometimes make tweaks here and there. Here is the model without any texturing: https://imgur.com/a/S2NrJgK
Still, I would recommend the high poly workflow and baking down normal maps. You don't need to give up it's a learning experience, and with anything, it takes time to make art. You're already further ahead than a lot of people. It can be a couple of weeks for a complex fps weapon in studios sometimes. So take your time, learn what the pros are doing if you wanna hit that bar, and keep going!