So here's something I still quite dont get. You cann see screenshots from painter and marmoset, with the same environment map, but the results qre quite different from what I have in painter. I guess it it related to the spec gloss/PBR conversion.
Needs some more color, and the materials need different spec values to stand out. Near black values in the diffuse are too dark, you should let the normal map do more of the work. Also not every edge needs to be completely worn away the same way.
Time for a second pass on the grunge. Scratches, dents, ...bird poop. If your scene allows it maybe a lost kitty sign. An interesting spec would add a lot of life to it as well. Darken up the grooves like this ref: http://www.oldplank.com/images/products/hires/crjb204.jpg
okay worked out pretty well I went for a simple material with no gloss / spec needed (kaplas pieces, it's like jenga) idk if this workflow is common over here but it's a pretty cool discovery to me here is the ingame result i'll give a go to a lego material too
Cheers. It's a modified version of the doubleshader we were supplied with. It's basically just had the strenth of the diffuse and spec lighting tweaked so the total value of those components equal 100 (the default version of the material has a total value of something like 340 so is very bright).
Wow great start! Looking good so far. I just have one question, what's with the plate above the left (from the viewer) knee? The spec spreads there for a bit making it look like it has a small bump. Maybe that's just me but it kinda draws attention to it.
thanks :) Not the most exciting update, but since texturing is my weak point started with doing a "block-in" of the different color/spec/gloss values (and a bit more work on the stock) probably will go for a fairly dusty, with a little bit of leftover camo on the scope in the recesses to break up the blue.
Hi Hawkes ! Nice work there. But there another thing I would like to add on is the material definition. Different material should be able to identify from far even without the aid of spec and gloss map. Your models are lacking in this. One example is from art of Luke Starkie
Thanks man. I was pretty much treating it as an FPS view model in terms of tri/texture specs. Forgot to mention in OP but it's 4.7k tris and 2048x1024 textures Here are some downsized textures and HP wires for anyone interested (didn't bother showing metalness / cavity / emmissive)
Hi guys, I've attempted to add more lighting but I'm still playing about with it, I'm planning on adding more yellow to the lights as well to give them more of a fluorescent look. I'm still working on the textures so certain parts are short of diffuse and spec maps.