Try not to outline your shadowed areas.
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before you try and burn me, know what you're talking about. btw, a tiny render in my sig hardly relates how the texture was done. you keep trying to stick your nose into business you hardly understand, be it models or textures.
sooooo, shove it where the sun don't shine and keep ignorant posts to yourself.
Hunter, you're basing your metal off of a very poor tutorial, I've seen this one. it just doesn't work well as a base, especially a dark one. It looks like you're overlaying the brushed metal tutorial with render clouds filter and darken. You don't want to do that. Now that you've also added those brown splotches, it just looks like it was spackled with porta-potty fluids. :/ keep trying though. You might want to use soft edge brushes and manually paint some stuff, give that a try.
E: you don't need to do edge wear on every single edge. try to think of what surfaces would come into contact the most with other surfaces. Even those don't need to be worn all the way up and down. my point is that the edge wear is excessive, and is overworked.
you're so smart, snaf.
[/kissing ass]
Texture needs more soul. I can always tell which textures were made by love and which ones were made for the sake of being made.
How can I make a good scratch, like Brute nail, like you said on halomaps Dane?
Only when you stop looking, will you find.
Don't ask how. Asking me is just as futile as asking another. 1 simple word.
Do.
Basically what Dane is saying is, experiment until you find something that feels right.
Why do people use riddles Lol.
I will do. How is this looking? Does the blackish part which sticks out look more realistic with the damage?
http://i58.photobucket.com/albums/g2...l/Texture4.jpg
It is looking pretty good, but the blue areas colour definition doesn't make much sense.