Remember, surfaces that run perfectly orthogonal to the lowpoly surface cannot be displayed on a normalmap. I'm not sure how well those plates will work there.
Thanks for that. What height value does rust usually have? As in, does it collect on top of an unprotected surface or does it eat into the surface itself?
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If you read Bryan Cavett's post, you'll see he puts the SSS map into the slot for the back-surface scatter colour. Basically that means that any sub-surface scattering effecting showing through a back surface will be tinted towards the colour in the SSS map.
26 new alphas have been added to Hard-Surface Alphas Vol.3 you can get them in both the Hard-Surface Collection and the Hard-Surface Alphas Vol.3 standalone product. DL & Preview - https://www.artstation.com/artwork/58gbzw
26 new alphas have been added to Hard-Surface Alphas Vol.3 you can get them in both the Hard-Surface Collection and the Hard-Surface Alphas Vol.3 standalone product. DL & Preview - https://www.artstation.com/artwork/58gbzw
@pmiller001: Floating Geometry is a technique to make modeling surface detail easier in some cases. It allows you to model higher detail on large surfaces, without having to fit the topology of the surface around the detail to the increased polycount in that area. Have a look here and here.