Feanix, what you are doing for your Distortion is the right idea, however i recomend making a normal map, and using the red and green channels of that normal map to distort your UVs... Using a noise texture is going to give you strange results.. So take your distortion normal map, mask the Red and Green channels, subtract…
That's very interesting to to see how you set up the material. The OneMinus nodes in the beginning of the Blend Cover and Blend Hardness sections confused me a bit though. What's their function? I liked the part where the detail normals changes with the bland too. In the tutorial I've watched they had a different setup for…
Hey @Macebo For that area 1. I started with a stainless steel normal map. 2. I converted the normal map to height and played with the levels in photoshop so that the indents were white and the rest was black. 3. I loaded the normal map and black and white layers into Painter and used it as a fill layer 4. I did a…
I find in Zbrush, to make the wear and damage look more realistic, take it in small steps. I'm actually in the process of writing a tutorial on my workflow (not that I'm pro, but I hope it will help someone LOL). I take very short strokes with the clay brush on subtract. I usually have the focal shift down low to (around…
Perna: Fantastic, I hadn't known there were global system variables for keyboard modifiers. I'd toyed with them a bit with some of the dialog/rollout controls, but I wasn't aware of the globally-available system variables, thanks! Jeremiah: Building (or using/co-opting) a library of useful functions can be a super time…
Both terms are hard to explain what they precisely are, but I'll explain how you'll use them. CLAMP is to limit a variable between two values. I'm clamping between 0 and 1 because we don't want 'negative color', and because UDK uses 1 as the 'maximum' for a color (like 255 in a regular RGB bitmap). You can exceed that…
WIP 6 I do agree I will probably need to push this into specific painting through Substance Painter and Photoshop. Spent more time at medium-level details and cutting into the bigger shapes to create more interesting internal elements like cooling jackets, etc. Would love to hear ya'lls critiques on additional design…
I've got a pretty solid cobblestone material going right now, but the grout the stones rest in looks very flat, because presently it's baked from a flat plane. I'd like to add some depth to it- grooves that are sunken in deepest the further away from a stone it is. So, here's what I'd be working with: That's subtracting…
Hi All, I'm working on a model (below), and am wondering how I should incorporate booleans into my detailing workflow. I got the major shapes I want on my model and want to add some boolean details on most parts. I normally create a concept, then extract the parts I need and rebuild using zspheres before creasing to create…
Yeah, that is how i did it. It might be personal preference and might depend on the situation (e.g. size of the structure), but I would not shift the modules away from the grid but rather make corner pieces. However, in contrast to what you showed with the blue modules, I would just include the very edge to them.…