Made shader for Vertex Painting. It blends with cracks in red channel, moss in green and dirt in blue. I decided that for moss and dirt I don't need separate textures and for optimization I just change the color of the base texture using multiply. Simple shader
You still have it wrong based on your picture. Make vertex normals parallel on each side of the cube with a bit of surface slant. Or just do more splits. Those diagonal shading gradients would never be 100% perfectly compensated in a game engine
I like pre-viz, it really feels like "in the belly of the beast". Do you intend to sub-d parts and bake them down to low poly or would you rather leave the geometry as it is and will use vertex normal (or just bevels) on the existing geo?
You could certainly do unique sculpts for each part. But I'd suggest making a few tiled textures, and painting blends between them using vertex color (or a mask texture). This will give you more texture detail, and take less time to make.
Great work so far. Materials alone are awesome. You have fairly good detail in them. Matt is right by saying that you can notice the tiling in the bricks. To fix this, you can play with vertex painting, but it's up to you. Keep it coming! Cheers!
@redshark Thanks, I already have vertex colors set up so that should be an easy fix. @DanielR17 Hey Dan, thanks! For the most part it's just a map I found online. It's static, but it works fine for pictures. @linwail Thanks I'll work on that.
Yep, and what program are you adjusting the model in, if different from the rendering program? If you're exporting to a 3d format, which one? Some formats don't support smoothing groups well (.3ds) and some others might mess up vertex normals (.obj).
The floor looks good so far, I'll like to see how you tackle the paint on the wall. It forced me to learn vertex painting haha. May I ask how you got those glowing specks and fog around your lamps?
As far as I'm aware, you can't just export a geometry/point cache or vertex animation to Sketchfab. It does support Blend Shapes and Joints though. So you'll have to somehow bake the deformations into these concepts. Unsure how to do that in Modo I'm afraid.
I have to stop the painting of all constructions to fix up some bad Houdini generation of the vertex painted meshes, I have noticed, and you can imagine fix up about 39 constructions one by one, since the previous ones were ok by manual fixes. But now it's ok, also I found some nasty bug to triplanar material where I look…