Ahhh reason its looking poor is that your spec map isnt even a spec map... its a greyscale diffuse map. Your spec map should contain colour for a start. It will help sell the different materials a hell of a lot more. But also it wouldn't look totally different. Lets tkae your Gorefang model as an example... Look at the…
Hey guys, currently been busting my but on a drilling project for a client and thought i would post some of the work I have done for them. To get us started is the cutting head of the drill The model was given to me by an architect and the wanted to keep geo but got instruction from client to dirt up the face and make it…
Well it's all about studying the materials. Cloth will have very a very low spec value and a very low gloss value. Leather will have a low/ mid range spec and gloss value, but to really sell it you need areas of wear where the leather gets less glossy and less specular ( putting this around the edge wear and worn down…
Upper Receiver should be more saturated/darker. Metal parts arent reading too well, specially the rails. Remember those parts are very rough and anodized, hence the surface isnt very shiny and has a broad spec. the dirt is alright, but way to all over the rifle. dirt catches in specific places (if you dont dip it into…
Yeah, that spec is pretty much horrible. I know we have a lot of Crazybump fanatics, and I love it for normal map stuff, but so far some of the spec map stuff just doesn't seem to be cutting it. Maybe I'm missing something too...or not clicking the right button...who knows. For the VERY basic 2 second spec map, just…
Yeah, this is sort of by design. You can make it look a bit better in the viewport by setting the resolution to 2:1 (double) in the render tab. The basic reason it looks crappy in the viewport is for performance, we multi-sample it when you export an image to significantly improve the image quality. You can up your export…
Nice! I'm liking the color scheme you have going on there, the only crit I'd have is to maybe get some more contrast and material definition in your specular maps. The metal bits are looking kind of flat compared to the rest of the model, it may be a good idea to bump up the spec amounts. Atm, your spec is going from 50%…
... Those are not the results I would expect in-engine. Where are you putting your spec maps...? Just in a spec slot? Which engine? Show the shader setup if applicable. EDIT: Yep, something is wrong here. This is the result (expected) I'm getting in Toolbag2: ...A weird peach color plastered on top of metal. Which, I might…
Forgive the pun but the glaring issue is your spec map and gloss map.In the concept you can see that the red paint has a very mild specular component while your render appears to be all the same material. You need to adjust your spec map to contrast the different lusters. Darker on the red paint, darker on the yellow paint…
Creating content based on... The name of the input? So now that we've arbitrarily changed the name of a gloss map to a roughness map (even though they do the same thing) we should flip the content as well? I think people get far too caught up in what the input names are, what you name your inputs, weather its…