EDIT: This is one of the old posts. Another screen-shot. I adjusted the textures a bit on the shelves and the cabinet slightly, pulling down the roughness.
My friend @Solara asked me for feedback on her scene, where my first reaction was that the roughness was a bit off. Then I realized that I should iterate over my own roughness, since Bloodborne is "the game of gloss" (everything is way too shiny). So I lowered my roughness channels in Substance by about 0.2 units.
Most concept pieces I find have a floor similar to this, just with more darkened and murkier or blood splotches. Most places also seem to have the planks running parallel to each other.
The in-game floor is much redder and shinier at places. So I think I'll be doing some variants later on.
If you're thinking of taking away chunks and showing the wood lathing behind it I would make a damaged version personally. It's looking awesome though so far.
I haven't gotten much done the last few days, because of multiple reasons.
Today I mostly played around with texture blending. I use a procedural noise to lerp between two texture variants, to remove repetition. Though I would like to find a way to use a custom gray-scale map instead of a basic noise:
I feel like I should flatten out the colors a bit on the plaster. Feels wrong with the splotches.
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Another screen-shot. I adjusted the textures a bit on the shelves and the cabinet slightly, pulling down the roughness.
My friend @Solara asked me for feedback on her scene, where my first reaction was that the roughness was a bit off. Then I realized that I should iterate over my own roughness, since Bloodborne is "the game of gloss" (everything is way too shiny). So I lowered my roughness channels in Substance by about 0.2 units.
Today, I made experimented with some wood floor shapes:
I reduced the noise a bit: