Hey I started the thread because I want to know which one is the best way to set a good lighting and put out as much detail as possible in a 1024 map. Here is my teachers cgfx shader I borrowed his to push out more sexy beauty render but one thing is irritating is that I couldnt control the spec in cgfx. I have to go into the old school way, if someone know another way would be appreciate it.¨
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In general, your texture looks like it has way too much noise. (you got smoothgroup artifacts at the scope and the supressor as well it seems)
Instead of marmoset (marmoset, like that monkey not marmor) or the shader your teacher provided you might check out kodde's shader.
Although, as long as the basematerial isn't that good you wont get any better results out of any of them
Marmoset tends to be a bit over-exposed by default, so its good to adjust the brightness of your textures accordingly. It looks like your spec settings could be tweaked a bit, as right now everything seems to have even, ambient specular, as aposed to specific points reacting to the light. You may have something messed up with your mesh's normals in the export as well, as some areas appear to be lit incorrectly(the scope?) make sure you dont have object space normals enabled as well if you have a tangent normal map.
As hal says, its a bit noisey overall, i think you should really tone down the scratches. It also seems to be pretty blurry overall, what sort of resolution is it? You've got what seems to be lots of smoothing errors, did you render your normals from a high res mesh, or simply create a bump map? I think it would benifit you very greatly to create a nice high res mesh if you havent done so already.
In addition to the texture flats, it would be good to see some shots of the model with just flat gray in the diffuse and specular channels, so we can look at how the geometry looks. With out good geometry and normals, no amount of detail and tweaking your textures is going to give good results.
Regardless, your specular map is not doing its job. Metal objects have scratches and chinks and highlights, yes, but they're also universally reflective. You want a sheen. Take notice:
http://www.3pointstudios.com/portfolio_weapons.shtml
I used Xnormal to export out normal. The spec is the problem I cant find any tutorial of making realistic metall out of weapons.
And the use of spec gloss I have used it but it doesnt look like it is working am I using it wrong?
Here is Color
Here is Spec
Here is Normal
Sure it would be a good help for me:)
Hello thx for the tip and help from you. Yea I can post a closer look on only one texture at a time.
you went way overboard with the scratches on this thing, they do not make any sense, just everywhere, is the handle the same metal as the body of the gun? do you have any reference pics for this gun?
So, this is my textures and settings from the shader. Notice that with the textures i also tweaked the sliders. I am a real newbie on this area my self but i'm fairly happy with the results..