Updated a bit, but will look at it tomorrow and add some more stuff https://www.artstation.com/mikerusby99 I do have better renders for some of the cars, so will add them rather then screen grabs just realised that most of my good work was buried in the site and that was a bit dumb, like the Outplay stuff, which is really…
Hi, I'm working on a Substance material for Chinese plates with cracks. I have cracks on the material but I wanted to add a clearcoat layer on top with something like this cracks. Should I add these cracks in the Microsurface Roughness ? Or add a clearcoat and do the cracks there? thanks
A short description. A hard surface practice that grew out of a simple blockout doodle. There were two goals in mind. Firstly, explore ways to add tertiary details to the polymodeling workflow. Secondly, make the modeling process more streamlined and welcoming for design adjustments. The third goal was to relax after work…
I'm a woman, so bro is inaccurate. I could use subdiv, but I don't think it would make a whole lot of difference at this resolution. I have a bad habit of getting distracted with details too soon, so I've been making a point lately of using a low resolution to force myself to focus on what I should be focusing on. Plus, as…
This is an old thread I know, but I want to add to it as it is a great idea of a scene. Would love to se a remake of this with current technology. The scene looks very promessing, great job especially on the details. I had a darkroom a few years ago and was very active (nerdy) about how to develop and such. I would…
Currently touching up a tree-house environment, done for a past old bi-monthly entry. Brought it over to Unreal. Working on increasing overall fidelity. Fleshed out the back side of the house/island some more. Updated the Artstation project with a short turnaround video: Tree House. I want to break out and polish those…
I would create a mask from ao, curvature and a grunge map an use that as a starting point for roughness. Fiddle with that until you get something with more variation I would also add some blurred noise as a normal - masked by ao - in order to create some dents and wobbling in the surface