hey man. i would remove the overlay texture entirely. i find that when you're making a material, it helps to study the material for just a little while, until you understand a few little key components that make that material look like that material. then, paint that shit. makes it clear. it's temping to put a texture…
Does this have a certain style applied to it? A style you wanted to use to portray the scene? I ask because a lot of things seem fat/overly scaled by 10-15% while other things seem taller than they should. It's hard to put my finger on, but something is off. How're you doing the lighting? Is it all baked? It looks baked…
architecture looks not bad. Door texture could have some more detail like small gaps where it touches the floor. Also some color variation form bottom to top (like dust)could help. Anyways, the wood would not have the same condition on the door surface cause bottom and middle areas are more exposed to sun and rain. Also…
Ambient Occlusion is often different across the surface of the model, so it usually needs unique UV space for every surface. However some parts of a model could have the same occlusion, wheels on a car for example, so you could overlap those UV parts to save UV space. Normal maps typically have a lot more reuse…
Stacking is ok but you have to keep in mind that every object would have same repeating texture. If it has some distinguishable features like what procedural textures often doing and what's hard to control in Substance Designers/Painter it would be repeating like crazy. I recall 15 years ago we had a rule where texel…
Looking pretty kickass already! Some stuff that popped in my head, if I may: In the first image the plates closest to the camera kind of feels like they are covered in rust, I dont know if that it intentional or not but in the rest of the images the plates feel more like they have a coat of paint on them, it might just be…
It's not always noticeable, but there are some very subtle differences going on - which is the very reason why Handplane exists. The OS map acts as a solid basis that Handplane can then work with. For instance, this process is the only way to get an accurate bake 100% correct for the Source Engine/Dota. Now of course, very…
Good job man, but I think the high specularity on your last shot made it too obvious that details on this attachment thingy are not a real geometry and some surfaces there reflect lighting a little bit weirdly. Also it seems like there is some problems with normal map on the front wooden grip. Have to say I liked previous…
cool, thank you for the fast reply! i tried it out, but i cannot get it to work. i believe i forget something. the reflections won't show up. sphere reflections are placed but the water in my indoor scene won't reflect. though it is set to surface lighting type. i removed the diffuse component that is shown above. i was…
This is looking really nice. It looks like a fun concept to work from too. As far as your future material definition updates go, I think you're missing some reflections in a lot of the surfaces(glossy wood, on the floor, glass, etc.) Don't forget to mask the reflection with Fresnel on some of the surfaces so the reflection…