Hey there polycount !
I'm currently working on a personal project involving a Mauser M712
I tried to mimic this darker tone with a metal material but whenever I did a PBR-validation with substance painters build in "PBR-Validate"-Filter it colored my textures in red. After some testing I figued this is due to the albedo value being simply to dark. I did some research on the material, used to manufacture those guns and similar to other guns build in the 19th and 20th century its made from blued steel, giving it its signature dark color. From what I understand bluing is some sort of oxidation-process in which the surface of the treated metal is turned into a form of ironoxide, thus turning it into a nonmetal (dialectric). So naturaly I thought in order to recreate this material I would have to use a metalic value of 0 instead of 1.
My issue is the following:
I tried around a little with said non-metalic material but wasn't realy able to achieve a result looking similar to the images above. To me both guns still have a somewhat metal-like apperance. As far as I know you dont really wanna have a metallic value other then 0 or 1, unless you are blending between a metal and a nonmetal. Both dont really give me the result im looking for. So my question would be which one of the two would you decide on and how could this material be approached ?
Replies
Blueing/acid etching fives you basically a form of rust - which is not metal
It's a thin and imperfect covering though so on a standard metallic roughness shader you want to use a grey metallic value to simulate the effect.
When creating materials for PBR, it is helpful to think in terms of metal or non-metal. Ask yourself if the surface is metal or not. If it is, you will need to follow one set of guidelines. If it is not, you will need to follow another.
This can be a simplistic approach as some materials may not fall into these categories such as metalloids (a mix of metal and non-metal), but in the overall process of creating materials, distinguishing between metal and non-metal is a good approach and metalloids are an exception. To set up guidelines for materials, we must first understand what we are trying to create. With PBR, we can look at the properties of metals (conductors) and non-metals (insulators) to derive this set of guidelines as shown in Figure 12.
https://academy.substance3d.com/courses/the-pbr-guide-part-1