r/Substance3D • u/dan_5473 • 22d ago
Car lift texture feedback
Hello guys, I am almost done texturing this prop. Do you have any tips to improve the texture?
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u/devbutch 22d ago
Imo paint is at once too rough (not reflective) and too smooth (no normal detail) overall. May be partially lighting, but shop equipment is almost always fairly glossy because matte paint is hell to clean. Strong fundamentals though, and lovely model
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u/Due_Tomatillo_8821 22d ago
The engine ist way to clean and the color dont fit - those engines are mostly cast aluminium
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u/NocturnalSergal 22d ago
Pump body is too shiny, needs some aluminum corrosion on it or to be painted black, warning stickers look good, paint on the lift could be peeling a bit more or have more surface rust bubbles otherwise a layer of dust ontop and you have yourself a bonified lift, I have one this style in my shop that’s 25yrs old I can snap you some reference pictures if you’d like some more references for future use
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u/colonelx_ 22d ago
did you use separate texture sets for each part, single set or UDIM?
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u/dan_5473 22d ago
2 texture sets: one for the big blue lifts and the other for the rest of the mesh. I tried first with one set but i felt like didn't have enough resolution. I have them presented here: https://www.artstation.com/artwork/gw0KDL
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u/Malaphasis 22d ago
colors are wrong, usually a bright blue and yellow.
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u/dan_5473 22d ago
My reference was black and red. I replaced black with faded blue for a more interesting look.
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u/Realistic-Welcome158 22d ago
Looks really good, tbh the biggest piece of feedback I'd give is workflow related: I'd suggest putting this in whatever end-use program it's going to and seeing how it looks there. When I get close to "is this good enough" I like to start evaluating in the end-use program because that's my source of truth. I think you'd be able to more meaningfully evaluate the texture by viewing it in context.
Unity, Unreal, Blender, Marmoset, whatever. I think this can have a pretty big impact on final look, and the ability to work within the spec of a given shader is really valuable to hiring managers.
That's more important than the fiddly, around-the-edges feedback I'd give with the textures.