1
$\begingroup$

I am trying to recreate the FN P90 submachine gun. I followed a tutorial on modelling and UV unwrapping. Now I tried adding Procedural Textures to it.

The gun body is made up of a rough finished black painted metal. enter image description here

For this I tried this node Setup:

enter image description here

enter image description here

But it does not work. Do I have the wrong approach? How would you go about making a painted rough finished metal?


$\endgroup$
2
  • $\begingroup$ Hello :). Could you please split this question into two separate posts? One for the metal body material, one for the plastic material. $\endgroup$ Commented Mar 12, 2021 at 21:23
  • 1
    $\begingroup$ Okay sorry will do that $\endgroup$
    – Phönix 64
    Commented Mar 12, 2021 at 21:42

1 Answer 1

0
$\begingroup$

Use the Principled BSDF Shader as a basis and then add in maps for roughness and normals to achieve the look you're going for. This makes life a lot easier. You can use this tutorial as a basis. Blender Guru Tutorial

This is an example setup for a bumpy Plastic. Turn the Metallic slider up if you want metal. enter image description here

$\endgroup$
3
  • $\begingroup$ Thank you for the Tutorial, why are you using the colour trough a Normal Map Instead of the Fac through a bump? And what would you do about the clip? $\endgroup$
    – Phönix 64
    Commented Mar 12, 2021 at 20:54
  • 1
    $\begingroup$ Technically, you're ok to do this with a Color output, but it may not give you the results you expect to see, but if it generates an effect you think you can use it's a legal move. Grayscale data "should" always go through a bump node. $\endgroup$ Commented Mar 12, 2021 at 21:26
  • $\begingroup$ okay, thank you. Yes the Grayscale makes sense $\endgroup$
    – Phönix 64
    Commented Mar 12, 2021 at 21:45

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .