Hello,
I'm working on this game-ready Sig Sauer MPX model with custom parts and I'm just about finished with texturing. I'll be creating a DBAL-3 laser device for the gun as well that I haven't finished producing a low-poly model of, so I figured while I'm doing that I can gather opinions on my progress so far. I'm rendering this in Marmoset Toolbag 3 with a bunch of lights for visibility. This is the scene I used while texturing, so there are lots of lighting artifacts.
I've been having trouble trying to avoid the whole piece just becoming a gray soup of each piece being indistinguishable from the next.
The carrier system hasn't been touched, yet. The stock is still in progress.
I like this shot a lot.
Probably the most wear on the whole gun is located here.
You can see the difference in texel-density between the two meshes here in the grain, but I don't know if I want to downgrade the grain's quality for consistency. Tell me what you think.
I'm proud of the texturing on this optic the most, I think. The glass lens is still in progress.
I'll be putting more attention on the buttons and switches later.
Let me know what you think, please!
Replies
First of all, im pretty sure that the handguard is metal and yours looks like plastic. If thats the case you need to make it metallic and basically invert the roughness, having the overall material kinda rough and the edge wear more glossy.
Secondly, there should be higher roughness in crevices across all materials, because of dirt build up and that might not be completely realistic but it will make the materials more interesting and less "cgi"
I raised the specular value on all metal materials by overlaying a 0.6 specular map to distinguish the metal from the plastic more. I also added a DBAL-A3 laser device.