Really cool work you have here, just out of curiosity, approximately how much of this is Boolean operations and how much is traditional modelling? Hoping to see more stuff
Nerf Bat Ninja said:
Can you give a bit more detail on the creation of these? When you said, "...one for the "main" material and a second to atlas the normal / AO details from." So is the first UV channel just a quick material mask bake? Or does that mean for each of these models you're doing a unique / traditional unwrap and bake for the big shapes / edge normals and then using the 2nd UV channel to overlay details? Or is everything driven from the 512 sheet?
thats an impressive result for such simple texture sheets, are you using them as a height map too? some of these have such deep looking bevels etc it doesnt look like a simple normal map. One thing that I think would be nice, especially on this last one is some bigger areas of rest from all the detail.
Same question about the height map, also those are some sexy renders, are you using any post processing & just a dark gray albedo, that subtle grunge texture, and metallic set to 1?