5.56 Rifle Texturing Problems

After the original model I had created of this became too unrealistic I restarted work and am now finished my latest project, an L85A2 5.56 rifle. Here are the initial renders (ambient occlusions then a wireframe)

AO #1

http://i51.tinypic.com/1q2xjq.jpg

AO #2

http://i51.tinypic.com/70e7bp.jpg

Wireframe #1

(for some reason it won’t display it here so here it is:) http://i53.tinypic.com/2eci6o7.jpg[/IMG]

I then used radiosity and then baked that to a texture, opened in GIMP, set that layer to multiply and then filled in the green and black with solid colours, then loaded that texture as a UV map. I also added scratches in but these are hardly noticable:

Textured #1


Textured #2

The thing is though, my textures are hardly photorealistic! I can’t think of a way to make them look more like metal and plastic. Considering that whatever is done has to be either baked to a normal map or baked to a texture map, what can I do?

Comments and criticisms welcome

Thanks

mikey

P.S. This is one of the reference images I am using http://upload.wikimedia.org/wikipedia/commons/e/ea/L98_A2_DP_Rifle.JPG

create a black and white map and use the values as spec values. the whiter, the more specularity. You can easily draw it in gimp.
Hope that helped.

PS: ctr + n to recalculate normals to get rid of those black edges

Cheers I will look into that, the thing is though, it’s for my game engine so anything I create in blender I have to code myself in OpenGL.

there’s no serious engine that doesn’t have a command for that already included in the libraries XD
I think in opengl it’s called gloss map (or something like that)

no no it’s MY game engine, I created it. I have texture maps already. By gloss maps do you mean environment maps? Obviously not true specularity (and not calculated on the fly either, preloaded) these might work but somehow I don’t think will help me to achieve the effect I want.

Oh, I’m sorry, I guess then I can’t help you anymore, I only know that all the big engines I’ve used so far (Irrlicht,Ogre,Unreal,Cry) use specular maps for the specular values and sometimes gloss maps for the spec falloff.

IF you really did your whole engine from scratch then you should look at bigger engines and try to include some of their libraries in your engine, but without spec maps you won’t ever get good results, of that I can assure you.
(I think the microsoft sdk has a command for spec maps included, but I’m not sure)

Ah oh well I will look into specular maps (although sadly my situation is quite specialised) but thanks for the help anyway!