I am almost finished with this project I have been working on for some time and would love to hear feedback on it! I am especially interested in how I can improve the texturing but I accept any feedback. UE5 Render Substance Painter Render (Weird cutoff at the bottom due to SP environment) Texture Maps (The weapon uses to…
I went back and redid the texture and lighting for my weapon and posted it all on ArtStation (https://www.artstation.com/artwork/qezm4R). The "macro" I applied might be too subtle on the weapon's frame but it is something that I now keep in mind for my textures (thanks Shrike). Here are some shots:
Modeling looks good, the texture looks like AO is missing, its a good base material but is missing the ""texturing"" part Try add some grime to the crevices, also there is no edge definition and no macro large scale definition on the key curved surfaces Think about the highlight surfaces and how to define their shading,…
Yes you should always extrapolate, if you make a pathtraced offline rendering model you can be lazier but in realtime and in general if you want it to look good you need to add more artistic touch and think how the surfaces would be worn off based on physical logic and define those out more. On a screen and in varied…
Thanks for the feedback. I'm still quite new in texturing and I'm not sure what you mean with "macro large scale definition" on key curved surfaces. Do you mean I should add some noticable wear on all the large curves? I try to go off my references and most of them are pretty clean so I can't think of any examples. I…