Here's an update. The next step here for me is to continue to experiment and research the Xoliul shader's lighting ... not having much luck just yet getting it to do what I want. Thanks so much for the advice everyone. There are no spec or normals seen here.
I had the same feeling, thank you for pointing that out. I was thinking of using substance painter. In there I would be able to paint my own spec/gloss map directly on my mesh. perhaps that will help separate the different features of the mesh.
which HD is running slow? What's the spec on his computer? Do you have a copy of discwarrior to run? That was a fairly indispensable program when I was a mac IT guy. If it isn't a hardware problem you can try out a nondestructive reinstall of the OS.
Well add some more light to the render so we can see the form better. As for the texture it looks like wood and leather, but I am assuming it is suppose to be metal. If it is suppose to be metal bump up the spec map to make in nice and shinny.
Here's an old Coka Cola machine I've been working on :) This is the first time texturing with Quixel Suite for me. I'm not entirely sure about the red albedo, spec and gloss though. Leave a comment on what you think below if you'd like to!
At number 2, you can disable metalness and use a value of 0.04 in the specular (an estimated value that works good enough for most non-metals - if you were using a metalness map, everything non-metal would get assigned 0.04 for the spec)
Spec maps are simple enough, and are very useful. And as for normal maps, its just a question of if you can be bothered making a high-poly sculpt/model to create it from. I'd suggest going for both, they'll hugely improve your end result!
I know about that BUT these maps are too designed for a PBR Spec/gloss shader not a true last gen shader, while this certainly will be closer to what I need it still isn't exactly right substance designer coudl also convert the maps for me
Hi. the majority of the stuff on your site is metal so its important that your materials are reading correctly, with metals you need to put the majority of your detail into your spec map, the diffuse should be dark and subtle texture.. keep going though
Cool model, pretty detailed. The bloom really takes away from what i can make of your spec/roughness maps. Agree with Bek about the barrel, could use some work. Overall this is a good piece and portfolio worthy for sure.