So I recently made this Shinobi Katana for the purpose of getting better at using "metalness" maps. I tried giving the hamon a slightly different level than the rest of the blade and it seems to stand out more. Was wondering what people here have to say about it!
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The whole render doesnt look PBR but again it might be the fact that the style is not uber realistic. If i had to guess then i'd say this is rendered in unity.
I would try to use a better environment in order to view the metallic feature better, maybe a hdri. Even if you are going for something stylised its good to test out different lighting scenarios.
Again, to my eye it doesnt look like metal, more like highly specular plastic.
Out of curiosity I looked up 'Blender and PBR', and it looks like most artists are using something called "The Principled BSDF Shader". What shader are you using?
Just took a look at it and you should rework the metalnes map.
Metalnes should always be 0 (Black - for non-metal materials) or 1 (White - for ALL metal materials), greys should only used sparsely (mainly with rust etc.).
Right now it looks like an over saturated blend of gold and copper, do you use references for the material?
I recommend to turn down the saturation and reduce the hue shift to nearly zero.
For grim/dirt/oxidation on metal you better use black (dielectric) on the metalness map.
If you use substance painter, don't shy away to use the preset materials as a base, they already have the right numbers.
And for the metalnes, especially cloth is pure black (the grip) not some grey - for the start I would really stick to black and white only. Later if you feel comfortable with PBR textures, you can add some greyscale parts.
True, battle ready swords usually don't have massive gold parts, but of course they can have decorative gold parts or gold plating.
Most parts of a katana are made of various types of steel followed by variations of brass and bronze, please don't add rust.
I always recommend to look at references to figure out which type of materials you want to use, when creating the material itself follow @Dethling's advice.
The material on the saya is difficult to read as well, I guess it is plain wood?
Before moving to the next model I would really work a bit more on this one, you can bring it another level and take that experience over to your next project.
The issue is: The paint is non-metallic! This means the metalnes value have to be zero (black) for this material. What you can do to give it some "metal-feeling" is to remove paint at some edges (edge wear) and show some metal there (with a metalnes value of one (white)).
For the roughness I would increase the value of the cloth parts (even more "white" then the wooden parts), most cloths aren't very reflective.