nononononononononono this is such a huge misconception. since there are virtually unlimited materials out there, there is no one way to texture any material, so tutorials like these are pointless. you can't just watch a tutorial and "make metal" much like you can't just watch a tutorial and "make music". the most…
part of it looking dull is that you made the specular map just using the exact same details from your diffuse map. but different detail in both maps, also a gloss map would really help you, to differatiant between the black metal, the shiney metal and the grip since those 3 materials would have very different specular…
Ok, so basically I am trying to learn how to texture some realistic metal. This is what I have so far, but I need to get rid of the normals where the scratches are. I'm not extremely happy how this came out, it just looks....dull almost. Diffuse: Spec: Now, I just optimized this model with the help of you some of you guys…
Besides looking at real world examples and drawing your own conclusions you need to understand how the 3D-shading implementations work and what part of reality they aim to mimic. Depending on what shading method you use there can be many more factors than just diffuse and specular to cover to get the right material feels,…
ya just think of how things effect the material, like dir and grunge would make that area less specular, and mostly likely give it a wider exponent from bare metal, and think of things like the effect someones hand would have on the grip, oil from your skin would be almost impossible to see in the diffuse but would effect…