I discovered the exploding method for normal mapping and it was a revelation. Finally I could get good results with normal maps!
I did bake an ambient occlusion map, but it was quite noisy. I’ll have to try out increasing the samples.
I’ve never really used displacement maps. Are they useful for texturing? For the texture bake, isn’t that essentially the same as unwrapping the object and using the texture paint mode? (I used the texture paint mode to colour the main components and then saved the texture out and edited in Photoshop)
I’m trying to get a brass metal effect on the cynlidrical components but I’m having a hard time I’m not sure how to get the metallic look in 3D because painting reflections or light variation seems like it would make it look fake in an fps environment where the player would see props in many orientations.
I’m not aiming for perfect realism but somewhere in between.
Do you think getting that brass look hinges more on a well painted diffuse texture or is it more of a reflection/shader trick?
As for what software I’m using, I use Photoshop.