Ok so as a first person prop you are probably going to want a lot more wear on the the whole model. It would be right in you face so you are going to need detail there otherwise it will look flat. You still need to make you metal black in the diffuse this is partly why your metal looks plastic. Metal doesn't have diffuse.…
Just a few things to note. If you are moving to a PBR workflow you are going to want to check out these: https://www.marmoset.co/toolbag/learn/pbr-theory https://www.marmoset.co/toolbag/learn/pbr-practice Moving to PBR you are going to have to rework your diffuse and specular map. With your diffuse you are going to want to…
Heh, there's only so many ways you can show of a sword :) here's two more angles: http://i.imgur.com/q7Lds2R.png http://i.imgur.com/swbfag7.png Spec: http://i.imgur.com/GnItMWF.png Normal: http://i.imgur.com/8b07m3A.png Diffuse: http://i.imgur.com/5xz9IWQ.png Wireframe: http://i.imgur.com/eJxTyFg.png There's about 4500 tris
You could invest in a program like crazybump or NDO ( or just get a trial). They convert 2d in normal map information. Also is that supposed to be wood on the handle? If so you want to use a blue spec not orange. With things that aren't metal you want the color to be desaturated version of the diffuse color's compliment.…
Few crits right off. It looks like the whole thing is made of painted metal or plastic. Really think about what materials you want on the model. What is the metal used for the blade? Is the handle copper or painted metal? The black areas do you want them to be cast iron or a painted metal? The metals should be nearly black…
I think i'm pretty glad that i havnt made any real texturework on this model so far, all i've got is color bakes from substance designer, with this i'll be making half of it over :P @Stevston Holy shit, what a difference,I'll try it out, also with the alpha channels, i havnt work with alpha in the specular before, but i…