To be a bit more specific.. I'm looking for a way to do this for each map. This is from the example UZI downloaded from the Quixel site. My model comes out with an albedo map for the arm and another for the blade.
The example you've linked has much more light painted into it, so it get's more volume due to the value shifts, you can spot what I mean clearly on the top of the characters belly.
I'm not focusing on the rendering as these are just wip, but I'll take your suggestion on board. For example the reason the Newtons Cradle looks good is because I took the time and effort to render it properly as it was a finished model.
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
Also remember that just because something shipped in a game that doesn't mean it's always a shining example of how to do things 100% correctly. :P We've all shipped assets we're not particularly proud of...
I'll have a look at the skin material bundled with the SUITE, but for now - would it work by simply adjusting the reflectance value in the Albedo? We'll look into creating some example material for more organic material such as skin!
My model is too light here is an example, what needs to be done to make it as dark as the Original Post? Thank you for any tips! Edit: I should also mention that this is supposed to be Shiny Dark*
Best example to check out is Skyrim's waterfalls. They use pretty much the same method Eric mentioned. You might be able to add some particles to the mesh depending on the type of waterfall you're going for.
make sure to adjust the dirt overlays a bit so they don't reveal your UV seams so much (for example, paint a dirt mask, using 3dsmax's viewport canvas, or other similar tools).
*Greater Thread Necromancy* This tool does a really nice (n)job ! Are there any plans for command-line support for bulk-conversion of files ? Or is that already in there ? ( since it seems to take for example the --help parameter :o )