I recently put this environment up on artstation and I'm planning on doing breakdowns that go a bit deeper than what makes sense for a portfolio website. For now, here's just what I've posted on artstation. I've also got a sketchbook thread that has some old images but I won't repost those here unless they help illustrate my process.
A big part of this project was me working out some new ways of dealing with materials. Here's a material blending function I made, with a twist -- there's a transition period that has its own normal map, derived from a blending/height map.
Sorry for getting spammy, I want to make sure I get my bases covered while I work on other things --- Here's the material function I made for layer blending. It's very much a 1.0 at this time. For future projects I'm planning on upgrading the blending mode (ie, material attributes in lieu of these individual inputs) but for now it's decently robust!
You plug in a "damage height" and a matching "damage normal" and that dictates the blend, much like a traditional vertexpaint/heightmap combo. The difference is a little extra math with these if/then nodes, allowing a small sliver inbetween the two major materials where I combine the damage normal info to the top layer's normal to simulate thickness of it chipping off. This works for heavy layered materials like this plaster, but can be tuned to work with paint, metal, wood lacquer, etc. (also the "ground level damage for first floor exteriors, so I'm not painting over and over those models)
and here's a demo of the material function in action! Fully customizable!
That manhole spin looks really nice! I also like the stylization of the assets.
Minor critique, the plaster on your blended material looks like it's flattening/going under the brick material instead of feeling like it is covering up and filling in the spaces between the bricks. (i hope that makes sense) Basically it looks like it's taking away the bricks instead of plastering on top of the bricks.
Looks good overall though, i really like where this is heading.
That manhole spin looks really nice! I also like the stylization of the assets.
Minor critique, the plaster on your blended material looks like it's flattening/going under the brick material instead of feeling like it is covering up and filling in the spaces between the bricks. (i hope that makes sense) Basically it looks like it's taking away the bricks instead of plastering on top of the bricks.
Looks good overall though, i really like where this is heading.
Replies
https://youtu.be/9vdl8v48hJU
You plug in a "damage height" and a matching "damage normal" and that dictates the blend, much like a traditional vertexpaint/heightmap combo. The difference is a little extra math with these if/then nodes, allowing a small sliver inbetween the two major materials where I combine the damage normal info to the top layer's normal to simulate thickness of it chipping off. This works for heavy layered materials like this plaster, but can be tuned to work with paint, metal, wood lacquer, etc. (also the "ground level damage for first floor exteriors, so I'm not painting over and over those models)
and here's a demo of the material function in action! Fully customizable!
https://youtu.be/gzgP7hJS5Ws
Minor critique, the plaster on your blended material looks like it's flattening/going under the brick material instead of feeling like it is covering up and filling in the spaces between the bricks. (i hope that makes sense) Basically it looks like it's taking away the bricks instead of plastering on top of the bricks.
Looks good overall though, i really like where this is heading.
Hold on, let me just.....
https://youtu.be/tz2gjPIAiz4