I really don't get the material blend mode at all, I skipped through all 4 official tutorials and felt like I didn't understand why I would use it over just the normal blend nodes. Just me?
I'll give it a go. Built the basics of the core design, going for an derelict industrial factory kind of window. Even this frame was a bit of a challenge for me :) Just a bit sad that I couldn't get separate luminance on the upper circle panes at the top. I could make a flat mask of those panes but then I'd have to figure…
Decided I'd go with a golden coin for this challenge. Still a WIP. Gotta figure out how to mask some coins for color variation in the tiled version(not using the tile nodes because I couldn't stack them on top of each other).
Height Wip (Still!) Found myself getting way ahead of myself yet again, nodes all over the place. Was trying cracked glass but just couldn't get it how I wanted do, turned the 'cracks' into soft crackles on what will be painted windows. The panels without the crackles will be unpainted glass.
Yeah, you can create a 2048x2048 square as a background and then create the shapes of the door with shape and transform nodes. Could just be a generic flat background if you're pushed for time or if you're up for it you could go for something more elaborate, such as what @Freezy Demon has above (which is amazing by the…
Thanks for the feedback! Much appreciated. Im thinking of making my own detect edges node, now you cant have just a little bit of roundness. I do like the reddish stones in the circles. Good call. The stones are a bit too smooth, and i might have cranked the height up a bit too much (wanted to have it visible :) . The…
@capone I've not used that node but I'm pretty sure it will work the same way :) Interesting design, I look forward to seeing more progress on this. @GDelforge Welcome to the challenge :) Not a bad start, I think your edges on the cracks need to get rid of that bevel lip, as looks a little strange. @Freezy Demon Very nice,…
Done with the basic base I think. Any crits so far? Mainly added holes and scratches. Speaking of those holes/scratches. I can't quite decide if to make the albedo of those dark (dirt) or light (dust). Anything too contrasting and it looks bad so just going for slightly darker right now. closeup Ok, let's be serious for a…
Just some personal notes though I may be wrong :) @RobeOmega - Looks too dry, almost like soil. I guess 3DKyle also created a dry looking mud but I think it works for him because of the transitions, microdetails and variation. - I'd add more colour variation from the flat areas to the detailed areas? More colour variation…