I added some decals for water stains and grime. I went back and re-did the vertex coloring. I used it to add variety to the pottery and change the color of the stone for the chests. I finished the chests and pottery. Changed the lighting a bit more. Detail lighting:
I removed some lights. I originally let the corners be dark but it was too dark and the scene felt a lot smaller. So I added some dimmer lights with a different color at the corners of the room to provide a little light, but hopefully not bright enough to compete with the main light coming from the ceiling. The color may…
Update. Got most of the meshes done. Took a critique for someone else in another thread and re-sculpted the floor slabs as they were a bit too straight and clean. Added mud texture and supplement decals for blending. Re-did the rock floor texture and included height map blend puddles. Added grime to the structural objects,…
I tried out some height lerp vertex stuff with moss and a little color. Don't really like the results. The way I textured everything doesn't really support it properly. If I were using tiling stone textures or some kind of terrain stuff, it would be a lot better. Oh well at least I know how to set it up now. I also changed…
Since the summer I have been practicing trim texture techniques. I drew from The Ultimate Trim Technique and Polygon Academy's Trim Texture videos. More recently I decided to make a small environment to practice. I created a trim sheet using Max and Zbrush as prescribed in Tim's videos. I generated other maps from…
* Realized my single reflection capture wasn't enough. I was having incorrect shading and reflections before, now that's fixed. * Re-scuplted my normal map and made a new texture using a standard PBR maps rather than using any triplanar. * Had to adjust UVs for new normal map as it had a much more narrow bevel. Went ahead…