Regarding procedural tyre tracks... I think that unless they have vehicles that leave tyre tracks behind, they will be part of the textures. Either through decals or a separate layer in the shader with tyre tracks (most likely some sort of decals though). Then there's probably some clever shader magic to make them behave…
Thanks for the feedback guys :) I decided that this is a good stopping point, I'm ready to call it done. Here's a last WIP video, whatever feedback I get this weekend will be incorporated and then I'll post final renders. @luge, I shortened the shot over the debris but left the camera almost the same, you'll see why :)…
Hi, another update. There's still work being done to everything. Trying to dirty and beat up the scene some more. Latest changes: Toned down DOF Finally got AA working, it was in the wrong place in the PPC Tripled the snow particles and increased their speed to match the smoke of the flares Fixed tessellation errors…
Thank you Yuze, it's just a normal map that I modify the tiling off with a TexCoord node. Then I Multiply the norm by a constant. In the end you plug it into the Distortion channel. Of course once I get to material definition that exaggerated effect will get the ax, but if you wan't to do something like that, that's how…