Thanks. Most of the work is in the spec. There is also a gloss map doing a few things- particularly a subtle brushed base texture on the cockpit metals. Here is what the texture sheet looks like- Diffuse is the top left, spec is the bottom right:
Added a shadow reworking the lighting on the character trying to hold back into rushing into things. Took a break and am approaching the second half of this piece with new eyes. Shadow of the front perhaps way to crisp and dark for Diffused background lighting to cast!
The diffuse slot does not have a red outline, so I think you've disabled it accidentally. Click the thumbnail. It might not work immediately, sometimes changes in the editor only take place when you put the focus back in the viewport.
Just wanted to show my master material here. The first pic is an asset purchased in the marketplace. The second picture is with the color variation of the master material, and the third pic is with procedural moss mixed it. The moss is a mix of worldspace and the R channel of the diffuse.
So it would look like this? just for others looking for this answer? Vray | Quixel Diffuse Map | Albedo Map Reflect Map | Specular Map Refl. Gloss. | Gloss Map Bump>Normal Bump | Normal Thanks for the replies guys!
The composite shader is kind of crappy, the composite MAP is quite good, so use a standard material and in the diffuse slot put a composite map then load in your textures and masks and set your blending modes (normal, multiply, overlay ect).
This is something you should make on your own. Using PBR you want a fairly simple diffuse. A normal map that represents your edges/or high poly and a complex roughness map that has the right values for the speckles and surface imperfections.
You made me want to focus more on my texturing skills, i am not that good in this field (i have done like 4 diffuses, 1 spec map since i started). Keep up the great work!
It is impossible to critique hard surface work with a GI render. I recommend using a dark diffuse, high spec, and medium-wide gloss as the material. Until we can see that, it is hard to see if your sub divided model will work.
Yeah I meant to give that info but wanted to keep the post short-ish and forgot. Max2013, Standard material with the only change to it being the Diffuse/Ambient increased to rgb 255,255,255. It is quite strange, especially considering it affects the render itself.