You can find the full progress thread in the first post, but i can repost some here and explain how i went about doing things in more detail if people are interested.
As i mention in my Artstation posts i didn't get a chance to do everything i wanted since i started a few weeks late. Overall i worked on it about 5 weeks, in my spare time. There are a lot of things i would change especially some proportions, but render times are really high on my old PC so i'm gonna leave it as is. For example i would reduce the size of the luggage and headlights as others have mentioned on Slack., since there are some scale issues.
Congrats on the 3rd place. I've just come here from your Artstation page, I read that you've done it all procedurally and with no uv in Modo. As a Maya user whos curious about Modo, could you explain your workflow?
Thanks guys! @MBS320 : The technique i used is pretty simple, but a bit tedious to work with. Basically i used procedural noises that are available in MODO (but i'm sure you can find them in Maya as well) like these http://modo.docs.thefoundry.co.uk/modo/601/help/pages/shaderendering/EmodoTextures.html#page=page-2 I masked those using a combination of AO and cavity or convexity, just like you would in Substance Painter. THe only difference is that i projected those noises onto the mesh using planar mapping or box mapping, so i didn't have to make any UVS. Using selection sets i could mask specific parts of the mesh onto which i apply those materials. I hope that clears it up a bit. If not feel free to ask more questions.
convincend me with that last post man! gotta go modo soon!
great job on your piece.
I guess the mud on your wheels is a smooth geometry on which some noises were applied / displaced etc? If so, was this geo made by hand or also generated procedurally?
Thanks guys! It means a lot! About the mud on the wheels @snake85027@another caveman Its hand placed geo with some pretty basic displacement and color based on a couple of noises. Its heavily inspired by the mud on the carriage the guys at Crytech did for The Hunt.
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I'm gonna post my final images here.
Higher res : https://www.artstation.com/artwork/zd3N2
You can find the full progress thread in the first post, but i can repost some here and explain how i went about doing things in more detail if people are interested.
As i mention in my Artstation posts i didn't get a chance to do everything i wanted since i started a few weeks late. Overall i worked on it about 5 weeks, in my spare time. There are a lot of things i would change especially some proportions, but render times are really high on my old PC so i'm gonna leave it as is.
For example i would reduce the size of the luggage and headlights as others have mentioned on Slack., since there are some scale issues.
@MBS320 : The technique i used is pretty simple, but a bit tedious to work with. Basically i used procedural noises that are available in MODO (but i'm sure you can find them in Maya as well) like these http://modo.docs.thefoundry.co.uk/modo/601/help/pages/shaderendering/EmodoTextures.html#page=page-2
I masked those using a combination of AO and cavity or convexity, just like you would in Substance Painter. THe only difference is that i projected those noises onto the mesh using planar mapping or box mapping, so i didn't have to make any UVS. Using selection sets i could mask specific parts of the mesh onto which i apply those materials. I hope that clears it up a bit. If not feel free to ask more questions.
Here's a progress gif in case anyone was curious.
About the mud on the wheels @snake85027 @another caveman
Its hand placed geo with some pretty basic displacement and color based on a couple of noises. Its heavily inspired by the mud on the carriage the guys at Crytech did for The Hunt.
hats off