A fresnel node uses a dot product of the camera vector and the normal vector. So it would move around as the angle and position of the camera moves in relation the surface the material is on. It's typically used on a water surface to make the water more opaque the further away from the camera it is.
Hey, some questions/thoughts: Have you built lightmaps in that screenshot? Is it only on that surface or on all surfaces facing that direction? Is your sun a Dominant Directional light? If so, try tweaking the settings under 'Cascaded Shadow Maps', it usually helps over here.
For the beard they used cards, probably with object painting where you place a library of meshes on the surface of another by painting over the surface. Object Paint in 3dsmax https://www.youtube.com/watch?v=ZwHJgfdOFDw Object paint in Maya https://www.youtube.com/watch?v=1s94q4Rz_BY
You don't need to have noise in the diffuse channel. In reality gun surfaces tend to be quite a uniform colour, the trick is to use the specularity to add noise and interest to a material. Try making the colour much flatter, and using the specularity for noise, and describing the surface material.
Prompt 02: 4-Sided I wanted to do some kind of square tile for today's prompt and opted for a stylized sci-fi hard surface material rather than bricks or ceramic because I don't do hard surface in Designer often enough.
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
Because you need to add support edge loops at close the borders to preserve "straightness" and edges. I think hard surface comes better in normal 3d rather than sculpting , as in Zbrush it requires a whole new level of expertize to make hard surface there .
My advice would be to get really good at making the basic form of your model in max/maya/modo, and then bring it into zbrush for detailing. Even with the hard surface tools, I don't think that zbrush is all that great for surfaces that have a lot of structure to them.
The wood in particular doesn't look good if you just carve lines into a flat surface. Use Clay Buildup to rough up the surface of the wood, then use hPolish to flatten it. That's how I got the wood here. Remember when doing that to maintain the flow of the grain.
Are you mimicking the waviness of the surface, or its surface texture in either the model itself or the shader? You might also have to duplicate the block and scale it smaller, or build an interior for it, since usually those glass blocks are hollow (if you didn't already build it with an interior).