Thanks for the response @dyceus ! I will certainly be using the method you described for my labels, it should also work for adding extra leaks to the jar models. I am using surface translucency volume for the lighting mode, below is my glass trim material node set up if that's helpful. I changed a couple things and I think…
@b_beauchamp thanks for the tips! I haven't had a lot of time to make progress and i've just tried some different approach for the texture creation, from substance designer, blender nodes and quixel mixer. It is my first time trying Quixel Mixer and it looks awesome. @Pinkfox I realized I didn't understand the part you…
@Zorina Are you using Unity? I'd suggest getting HDR set up and pushing your direct light intensity up to something like 5, then tone-mapping your scene's exposure down to a balanced level. This will give you nice bright direct light, but also deep shadows. Thanks for your feedback, too. I agree with your idea about more…
@FabioFrosaA i think the above issue comes from the fact that you didnt bevel all the sharp corners, only 90 degrees ones. Regarding the disscusion about wether its worth the higher polycount, i think it depends in general, but in this case - for a portfolio piece with no real budget limitation - its definetly worth it.
@gastrop0d This looks so lovely! The lighting is turning out fantastic, it really looks like a scene from a Ghibli movie. Thanks to everyone who suggested the HDRP, for some reason I keep forgetting that exists and how good it is. I reimported all my assets into a new project and I'm much happier with it now. I'm calling…
@b_beauchamp For the labels I duplicated my glass mesh in my 3d package, scaled it up a tiny bit, and then UV'd the texture of the label where I wanted it to be on the surface. I then used multi-cut to cut around the label on the mesh and deleted the extra geo. I did this for each label. So basically they're just mesh…
@clxddd Thank you for the offer! I really appreciate it. I did get a response but if anything comes up later I'll send you a message. :) It's exciting to see so many people participating in their first challenge this round. Keep up the good work everyone! I've been struggling with how to mix transparency and metal in UE4…
@gastrop0d That looks lovely so far! Maybe a bit more damage to the wood or a missing piece or two would help? I love the sculpting on the thatch though, makes me want to go back and but some more work into my own. Thanks everyone for the advice on my materials, I adjusted the wood quite a lot and I think I'll be going…
@b_beauchamp I think the cloudiness you mentioned is from the glass being too rough and the reflections being diffused. Maybe the roughness on your glass is too high (its hard to tell from the packed map). If you add a multiply into your glass shader after the roughness map to darken it does that give you the effect you…