I agree with the others in this thread too. With your normal map, this tutorial springs to mind: http://www.farfarer.com/temp/normalMapMiniTut.jpg if you remove any trace of lighting in your diffuse/albedo map then that texture will be ready for Physically-based texturing (PBR). Have a look at Unreal Engine 4's…
Here are some tutorials/explanations: http://www.marmoset.co/toolbag/learn/pbr-theory http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ https://www.allegorithmic.com/pbr-guide [ame]https://www.youtube.com/watch?v=LP7HgIMv4Qo[/ame] This is a spot on explanation:…
Try Sketchfab its a free 3dmodel viewer, Its free and has good pbr shader. will make your presentation sky rocket :) no need to install software either
If you want to achieve the material you are going for I would advise you to look into the PBR workflow instead of DNS. You will be able to pull off your project goals much more realistically.
As in? I'm 0% familliar with PBR. Just found an article on Marmoset which I'm going to read, but some links would be welcome. Consider me a 'starting out' artist, as I've taken a 3 year break and I wasn't the best texture artist before said break :\
I agree with what everyone else here is saying about the normal maps and spec maps. If you haven't been sold about Marmoset yet I highly recommend it. It makes even your WIP renders look good. Unfortunately you just missed the 30% Sale but it is worth every penny. Keep at it and read up on the PBR stuff. Looks like the…
You're diffuse is fine it's your normal map and spec map that are really hurting you. You're normal map is too noisy in areas where it shouldn't and your normal map will influence the lighting of your surface and with it being noisy it hurts the reflectivity. so smooth out the normal map so that you are only getting…