Thanks a lot! I loved the article. A specific part of it called my attention, when he talked about weighted normals. It is an awesome way to make those smooth edges without worring about making a high res model to bake the normals from. I applied it to a part of the model,: The left on is using normals baked from a higher…
Blockout done! I really like the result I get by having the overhead lights' emissive material drive the main yellow lighting. It's a fun method for low-light environments like this. During my planning phase, I did a concept drawover where I broke down the composition, as well as other breakdowns for asset purposes. I…
Welcome all first-timers and returning challengers! It's encouraging to see so much momentum so quickly! @b_beauchamp I think ideally you will need to have two separate materials for the glass and metal, and that's how it would be set up in a production environment anyway. Going for that setup will give you a lot more…
@gastrop0d that grass is so velvety, it's going to look so good in your scene. I also watched that ghibili tutorial you posted and am interested to see your take on it in engine. I'm doing the wildcard and I'm planning on finishing this time! I did a bit of blocking out, a bit of substance designer, and a bit of shader…
@Donato That's looking great! Big improvement. I've begun toying around with how I'm going to texture this lighthouse tower. I made a very quick stone trimsheet for testing out bevelled/damaged edges. Quite new territory for me, so learning much. This is where I've gotten to in my testing: I used 2 UV maps to do this - one…