Things that you'll have to watch out for is that to do these calculations, you should bake only the cast shadows, not faces that are just not lit by a dot formula. Otherwise you'll have to a lot more complex things to get normalmaps working resolution-independent from the lightmaps (don't wanna go there). But I think you…
The model itself looks pretty good, but your material definition feels very weak. There's not much separating your plastics, metals, and glass from each other. I would try reducing the cloudiness in your textures and try to localize your wear and tear more. Right now your edge wear feels too uniform across the entire…
The fundamental issue here is that hand painting involves painting, and one of the keystones of painting is values. The human eye differentiates form through value changes so it is paramount to get it right to give your textures the depth you're looking for. Different materials have different value ranges. For example, on…
Surface noise works well for areas that are covered up by cloth and plates, when you only need to catch a glimmer of the surface to see it's chainmail. Or when the edges have some kind of covering over top of them For exposed ends (or just some more variety to the links), you should play with the newer IMM brush system.…
Really cool stuff @musashidan I looked into your YouTube Channel and i want to ask you if there will be a complete Hard Surface Tutorial soon, maybe on Gumroad? I really want to learn more about zBrush and Hard Surface and im searching for dat right Tutorial with normal speed, where everything is explained and commented.…
i didnt read through all that... i like your stuff looks solid. most potential lies in the spec. I think you didn't grasp the concept quite yet. The best tip on this i can give you is this: Think of the spec of a surface seen in glaring light. If you see this this in nature you will see that alot more detail is usually…
Maybe you can coax into place using one of the deformation modifiers in the animation pallet? I could see how it would be a PIA snapping by hand. You might also want to make your helix by hand on a the "live" poly surface. You could also try to create a curve along the live surface in the shape of a helix then just extrude…
specular is represented by a gaussian distribution (aka an iq or bell curve). for every light source you get something like this: here spec is y (intensity) and gloss is x (width). that's all that happens in your typical blinn or phong shader. on a math level it's something like spec calculation ^ (gloss*MAXGLOSS) where…
I recommend you inspect some existing 3d models of rifles matching your standard (e.g. search "rifle" on sketchfab, check UVs). Unlike in your example, you will find that on several rifles the UVs of the stock consist of 2 islands with the seams running vertically along the gun. UV islands shape represent shape of the mesh…
I recall I read a description of so called "fin" shader in one of Nvidia GPU gems or something . Not sure where. We never tried to do something like that for real and I haven't understood a half of the math there. The idea was to use heigh channel in surface texture and spawn small polygons on geometry outlines based on…