the diffuse is killing the effect of the normal map , and you dont see to have any ambient oclusion to help give it a tad more depth , the specular also looks weird, like an upped contrast of the diffuse , try to look at painted metal examples in real life : http://www.armysurpluswarehouse.com/media/images/ww2can.jpg ok…
Personally I feel like the diffuse overall has way too much warmth. It's almost like you finished texturing and overlaid some brown on top (no offense). The orange metal and grey metal parts could do with more hue contrast. Trying making the grey areas have a slightly cooler tinge to them, just a tiny hint of blue. You are…
Hey guys, I've been working on this pickup node for unreal and I need a little feedback. Mainly I'm looking for suggestions on maybe adding a little more zing to the diffuse and specular map. Any other crits would be appreciated, thanks.
Is that a 1024 texture you're using..... aaaaaaaah..... You really probably only need a 384 or 512 at most for that thing. Also you could reduce the spec and diffuse maps by half and leave the normal map the same and get similar results.
cool design. try adding some unique details into the metal in the spec that will show up when the light rolls over it. right now the spec seems just like the diffuse with the contrast upped. like evil said add some scratches and edging to it to make thing pop nicely. you could also make the paint more crisp in the normal,…