Why does my stuff look so bad?

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

  • Crazy_pixel
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    Crazy_pixel polycounter lvl 7
    Hi and welcome  :)

    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.


  • OuterSpace
    Hi and welcome  :)

    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.



    Thank you for replying :)

    It's a first person game so the texture has to be pretty decent. I tried making a material based off the actual gun but it looked so flat and dull. I tried adding a small grain height map but it still didn't look right. At first I did have more color variation, a bit of light brown and light blue blemishes but it didn't look right.

    Here is a good example of what I previously tried to copy: https://imgur.com/a/7ke7PUj

    The material looks so simple, but I just could not match it. I added a metallic base, added a paint layer and a layer with a little bit of paint damage. Looked absolutely nothing like that :(

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Ide say the biggest differences betwen your model and the referencce you posted are three things. Specularity/ Metalness, Color consistancy, and micro details.

    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. 
  • OuterSpace
    Ide say the biggest differences betwen your model and the referencce you posted are three things. Specularity/ Metalness, Color consistancy, and micro details.

    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. 

    Thank you for the response.

    The texture I made and used for the renders in the OP wasn't based on the reference. I tried making one based off the reference and failed miserably, so I went a different route and that was the result.

    I just now tried following the reference again, this time keeping just one color but having grunge maps with varying roughness: https://imgur.com/a/Nf0LEyz

    Do you think it's improved or am I going backwards?
  • Alex Javor
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    Alex Javor insane polycounter
    You are comparing two images textures and asking why A is different to B, but you are missing an important part of the puzzle - the lighting and rendering setup.

    That is going to make the biggest difference. I think the textures in the original image are probably good enough to work with. I'd spend some time learning about how to light and render in whatever realtime engine you want to use. Get that dialed in to like 80% before messing with the textures again.

    Consider the entire process of making a game asset. You want to get everything "blocked in" before getting into the polish. So you've got the textures blocked in, but not the lighting/rendering. So take care of that before getting too far into details. This is a key difference between actually making game art and what tutorials show. In tutorials it's always a linear start to finish. But when you make art for games, it doesn't go like that. You need to redo things many times, so it's good to practice working like that because you've got to get smart about your workflow too so you can be more flexible.

    As others mentioned, the art isn't bad. You just need to make small improvements and work on presentation.
  • kanga
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    kanga polycounter
    Im with Alex Javour on this. The lighting and render become make or break even more so when the subject is as pedestrian as the one you have chosen. Also the shots dont highlight any detail and in most of the pics the stock and pump handle look naked grey. The question is: of all the millions of shotgun models available, what sets this apart?
  • Zi0
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    Zi0 interpolator
    Ide say the biggest differences betwen your model and the referencce you posted are three things. Specularity/ Metalness, Color consistancy, and micro details.
    This

    The materials we use in MW can look quite simple but they do have micro details to them, they are also based on materials found on real firearms. Your shotguns looks very cloudy en grungy in real life you don't find weapons that look that way. Also you seem to have the same gloss value on every part, try to separate your materials more by using different values. Look at real firearms for reference. But even before you do all that try achieve better material definition, for instance the plastic/rubber on your stock has very blurry noise in the height channel, doesn't look realistic.

    Take a look at this small "tutorial" by Ben Bolton https://polycount.com/discussion/comment/2623619#Comment_2623619
    And compare your materials to the pictures below and study the materials used on them.


    httpswwwbudsgunshopcomimagesimages_extra9507795077_ULK7MQjpg



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