cool prop :) Love the tear/wear details on it. Wouldn't spec for tire area be actually dark instead of brightened up? Usually tires, especially with dust would not have much of spec on them.
While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…
The truth is any number of likely hundreds of different cameras will be suitable for this purpose. If you ask which ones are best, you'll simply get a list for cameras that people have used, more so than a "best of photogrammetry" recommendation. What would be the best camera for your depends on a wide range of factors: 1.…
Awesome work! Thanks for showing the textures. Are the greenish red spec tiles on the left matcaps from Zbrush? If so, what are you using? Are you using the red and green for spec color?
UE4 doesn't really use spec/gloss. It's meant to use metallic/roughness. The spec doesn't work as you think. https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_3/
looking at it again and reading the other posts, the spec could do with more range in the metal bits, and maybe less range in the paint (a plastic based paint has a very consistant spec)
Great style! I'll agree with Spark about the spec though. A lot of the stone has a plasticy shine to it. Dry stone should be very dark in your spec map, nearly black.
Asteric, in that render, no. I just have the spec and level and gloss cranked up a little under spec highlights to make the baked out normals pop against the light set up I've got.
Thanks for the crits N4meless. Made some adjustments to the couch and wall spec. It's sort of hard to see, but I'll be doing another update later that will show more progress and will better show off the spec values.