If you are using difuse/spec/gloss workflow. I would suggest making your diffuse a whole lot darker. Mark has almost no diffuse information. All of the light you see from metal is specular.
I would recommend going back to the highpoly and cleaning it up. The edges are way to sharp. Also the diffuse for you metals is too bright. Metal has almost no diffuse information at all. It should be mostly black with all information coming from the spec. The handle could use some work as well. It looks like flat colors…
I've been trying to concentrate on the metal material recently and this is where I'm at so far. More specifically, darkening up the diffuse and putting all the detail in the spec map. Any feedback is awesome feedback. Thanks!
you nee more spec on that copper piece. I would make the diffuse for the copper piece very very dark orange and then put a bright orange in the spec. Currently I can't tell what material it is. Keep it up!
Started blocking out some of the diffuse map. Really trying hard not to photo source the way I did originally and use it in a smarter way this time. Read a couple really helpful texturing tutorials by Alan Van Ryzin and Kevin
That makes a lot of sense. I'll adjust it once I get a spec map going and can tweak both the diffuse and spec at the same time. I've actually never painted color into a spec map before, but after doing some quick reading, it seems like something I've been missing out on.
Hey all, It's my first post here (even though I've been a member since 2012 haha). I found this high poly model I made way back in 2009 for a speed modeling challenge (hence why the sword isn't 100% accurate to the film, I was in a rush! haha). The high poly was modeled in 27 minutes back in the day. I decided it was a…