Hey This time i will try to do something super used, rusted and welded together! I will try to make it look as realistic as possible! Here is the blockout so far:
Hey, dude, looks very cool, but personally I think it could be even better if you break up this part? It looks a bit too flat and looking at other post apocaliptic weapons they tend to have pretty crazy silhouettes Maybe like some type of scope? (idk may be too cliche), but it would make sense with how this self made weapon would be harder to use or handle to have some type of scope instead of iron sights. Only my 0.2 cents dude
Hey! thanks a lot for the Feedback! I left it rather clean on purpose, so if you look through the fps view, you have nothing clouding your vision... but you are right. maybe i can do some breakups with the texturing! i will try it for sure!
Yooo this just popped up on my ArtStation feed, great job!!! Would it be possible to see your metal channel? Do you keep metalness on or off for your rust? I'd also be pumped if you would show off your roughness channel as well. You killed it!
Lovely materials, great work I think the harsh-edged shadows casted on the floor are not only a bit distracting, but a little strange looking due to the many lights being casted. I would either majorly blur them, or remove altogether
@Ashervisalis just wanted to throw in that regardless of what an artist does, rust is a dielectric and should never have a metallic value. Stylistically it may look alright, but is simply incorrect and not the best practice to break PBR values/rules
That video is 100% correct although not very well explained. My solution is to subtract the metalness channel from the specular one. This way you mitigate for that overly bright transition area between metal and non metal. You can also try to multiply the spec with the inverse metalness as a slightly softer approach.
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ah nice! have to take a look at it! maybe it will give me some idea
Thanks for the link!
i love the idea of using a bass as the basis! looks good!
gonna move the whole thing to zbrush now, to get some details in!
will add welding on the whole weapon now and than i will think about other details i could add
here is an update on the lowpoly with the first bake test!
thanks a lot for the Feedback! I left it rather clean on purpose, so if you look through the fps view, you have nothing clouding your vision... but you are right. maybe i can do some breakups with the texturing! i will try it for sure!
thats what it looks right now:
i was thinking about the front wings as well, and i really hated them xD
so i redid them
will move forward with lighting/rendering now!
you can find more shots on artstation
https://www.artstation.com/artwork/AqGAzm
@Ashervisalis just wanted to throw in that regardless of what an artist does, rust is a dielectric and should never have a metallic value. Stylistically it may look alright, but is simply incorrect and not the best practice to break PBR values/rules
https://www.youtube.com/watch?v=bb1G18H5wAg&lc=Ugx-eylnHENMCI8pEKt4AaABAg
My solution is to subtract the metalness channel from the specular one. This way you mitigate for that overly bright transition area between metal and non metal. You can also try to multiply the spec with the inverse metalness as a slightly softer approach.
about that metal rough talk here i have some grey areas in there as well, i was not using the "right" approach so to speak!
if you wanna read a bit about it, 80.lv just release an interview about that very asset
https://80.lv/articles/creating-a-post-apocalyptic-crossbow-in-substance-maya-zbrush/