oooh i like this a lot. id like to see some hand grease or something worn down areas in the spec. its very flat in the wood areas if im being really nitpicky
Also remind that you need to set "Config Spec" to Very High (or High at least) otherwise the POM will not be visable. You can use the menu to change the settings or enter this "sys_spec=4" into the console.
You might be able to squeeze this model's UVs into a 2x1 map (1024x512). Assuming the blade has been sharpened down to a bare metal, the spec map should be much brighter along that area.
Thank you! :) I'm not entirely sure what you mean by "method" of PBR, but we have some in-house tools that help the process. Mostly with creating smoothness/spec maps designed for the shaders.
well as mentioned the gold is still in progress, just ptu it in unreal so i can work with spec an such, and they are gold nuggets not formed bars, so they will remain bar shaped. will post update in a bit
This is general discussion. Where else would he post it. Anyway a relevant post would be: "I use CrazyBump but people told me it creates really sh*t spec / displacement maps."
Your scene is looking pretty good right now. One thing I would say is that the rocks in the current render have a really tight, white spec on them and it is confusing the material a bit.
Tweaked it a bit. Added more AO, added a touch of green to the walls, added a bit of green in the coke machine's spec, pushed the texture of the tiles a bit more. Let me know if it's better!
This is looking pretty good but i think you really need to work on your material definition it doesnt read as metal, a better spec and lighting could aid the model :) but looking good man
Been messing about with the diffuse and added a really basic spec. I can't figure out how to get the new Photobucket to upload higher than 1024x, so sorry for the low quality...