Good post. One small note that may be helpful: The problem with metalness being unpredictable in grey values is purely a matter of shader implementation, not any theoretical failing. In an offline renderer you would be using metalness as a mask to blend between two materials. One locked at your default spec value and one…
Hey Ed, It is looking good so far, so couple of crits. Your eye detail is pretty tiny and if anything you would only see all this up close, if you're as far away as the camera is ingame you might want to make the details pop out a bit more. You need to add some color variation, and make the spec pop out a little bit more.…
Looks good! I like the diffuse so far, but there is still a lot of work to be done. I think the main problem is that ur not differentiating from rust and scratches in your spec. The scratches should be whiter and the rust should be nearly black. Also, a simple noise pass in the spec at 2% for the paint would help a lot.…
Looks cool, you should reconsider the changes that you've made from the original concept. The glaring issues I can see are the bottom of the grip is too thin and awkward (just under the final finger indent) the bottom of the trigger guard is too sharp and right angled (should be bevelled) and the hammer is too small. The…
Hi, I’m a beginner learning 3D modeling for game development. I’ve created this model as practice and I’d really like feedback specifically on my topology. I want to understand: * Is my edge flow correct? * Is this model optimized for game use? * Are there any unnecessary edges or bad topology areas? I’d really appreciate…
I am not aware of any engines that use the metalness workflow but don't claim to have physically based shaders, but that in itself doesn't mean much. Again, its not mutually exclusive. However, you do not need a metalness input to have physically based shaders, its simply not a requirement. If you take the time to…
Use the spec map into your normal map alpha channel. The phongexponent is the gloss map.Play with phongboost value(like a multiplier for spec map) and phong fresnelranges.Also the env reflection will also use the normal map alpha channel with "$normalmapalphaenvmask" "1" but suggest using "envmaptint" to tone it down like…
Unity gives you the option to use either spec/gloss or metal/rough(well, smooth anyway). I remember at one point Aras at Unity posted on their forums that spec/gloss was more correct but metal/rough was faster. I don't know how true that holds in all cases, but it's probably safe to assume it's true in Unity.
@Johny: Yeah, I can't tell if it's the spec, or the normal. I'm pretty sure it's the spec. I adjusted it a little, but I need to go into the spec map and hand paint it a bit.