Thanks! It took me a little time to really get into this whole shading system. I studied a lot and watched some real materials. I think I got it but I could be wrong :) So basic idea is that you don´t bake stuff into texture maps like before you did. Right values are the key for realistic results. The main concept is that…
Roughness is essentially the same thing as gloss (though sometimes mapped to an inverted scale). Metalness is pretty common, for example UE4 uses metalness, not specular maps, so I would say its very important to understand how to use both and the differences between the two.
I will definitely put some windows there! I have a bad feeling that Marmoset is not the right engine for complex environments and I´m waiting UE4 so bad :) Marmoset is awesome for rendering small things with beautiful details but example multiple dynamic lights will make the scene heavy and this scene will have a lot of…
My crits would be (i make lists and i can be quite blunt so please don't take offense) * the materials, it is currently one big lump of metal shaped into a capsule. which is making the entire scene one big grey mass. It is a space capsule right? so people floating around would be bashing into stuff all the time, your…