10 hours ago, G-Dot said:So I'm using 3ds Max to modeling, Substance Painter to texturing, MakeHuman to make human bodies and Marmoset toolbag to render models. I'm learning modelling and texturing by myself and have 2 year experience in it. I've tried to achieve more realistic look and my main reference picture for texturing was this one from DOOM's multiplayer:
Ok, I'm familiar with all of that except Marmoset. I usually use Arnold to render, but then my aims are pretty different.
So the Doomguy reference helps a lot. Whenever I look at his armor, it always reads as plastic to me, at least portions of it. You're right, it should be a cleaner look, but at the same time, I do urge you to look a bit closely even at Doomguy: his armor reads fairly clean but it's not 'perfect'. Adding minute imperfections will really make your model 'pop' a bit more. Substance Painter has some great masks you can experiment with to add some subtle changes. I think part of the issue though is also partially lighting: your model is a bit too dark and unevenly lit. Try to make some more 'natural' lighting., Give a different pose a try as well. I would also note that there is some inconsistency in how you've textured the model. Some parts that honestly shouldn't read as plastic read as plastic and vice versa.
You may be a bit too focused on Doomguy as your reference. Your model is pretty different aesthetically from Doomguy. This isn't a bad thing: in fact, it's a great thing! It means you've got originality. Experiment with different texture and color palettes. Right now the whole model is very dark. Drop some contrast in the colors! Even Doomguy goes from white to black! Try making some pieces not plastic but instead more cloth based or even some other material. I would play around with it a bit.
I would also recommend dropping the emissive. I don't think they add much to the model, and contribute too much to the cartoony look.
Post some new shots once you give that all a shot!