Hey egg! I would really suggest you spend some time in making your roughness as detailed as you can imagine. Think stains, scratches, smudges, tarnish... the whole lot. Most detail will come from the normal map and roughness information and this is where most time should be invested. That does not mean the albedo should be…
How, then, do you get convincing metal? I find that my diffuse has to be that dark, or else I get too much diffuse contribution, and it feels lifeless. How else would one approach it?
too much baked lighting in your diffuse map, also the metal and non metal values in the diffuse are almost opposite what they should be, the wood needs to be brighter and the metal less bright. right now (without seeing toolbag) it looks like you've made your maps and are using the sliders to achieve your result when…
actually that's a fantastic example: http://www.joerivromman.com/KSG.html especially the textures, clockwise from top left: diffuse, spec, normals, gloss. Notice how the diffuse has almost no baked in shading, and what is baked in is still coloured rather than multiplied down. And again with the specular, it's almost…
You might want to increase the shininess on the wood where it will get worn, primarily the pistol grip and the fore grip. The specular color for wood (and other non-metallic materials) should be the complement of the material's diffuse color. So, yes, it should be bluish for your wood. Metallic materials, on the other…
You really, really shouldn't be using a diffuse/albedo that is that dark. Also please name your maps when you show them, it's very hard to tell what you're doing and trying to do without knowing what maps they are supposed to be.
it differs from studio to studio, sure. but you can put an AO map into toolbag (where i assume you're rendering from right now) and have control over it that way. it's better to keep the diffuse "clean" from lighting info, and use ao/cavity maps in their own pass.
the bowl on the right would suggest to me that as the metal becomes more tarnished, you need to switch to a more diffuse value with lower reflectivity. which makes sense from a physical point of view because when a metal becomes tarnished or rusted, it's usually become oxidised and is therefor a salt and not a pure metal.
Hey Mis-Fire, the wood is looking a lot better. It looks like you've tinted the specular for the wood a little? i'd leave it grey, personally. since a lot of your metallic surfaces are quite rough, you could possibly put a little (not too much) back into their diffuse. Also think about the colour values for your specular,…
Hi All, I've been dabbling with some PBR materials, trying to work out the correct values for aged wood, metal, leather etc. I've checked out the awesome Cerberus freebie from Andrew Maximov, but where he's used a metalness map I've gone down the spec map route instead. It's been weird not putting my detail in the diffuse,…