+ Improved lighting and composition + Glass shader and texture for the showcase + Broken windows + Lowered the height of street lights + Pushed the buildings to the sides to create some space and release the tension from being too close to the main building. This also created two alleyways where I will add a fence and some…
+ Updated large building on the right. Broken windows, roof exit, etc.. + Updated shader, adding some procedural grunge and graffiti. (the building on the left is clean by comparison) - fix tiling issue from grunge - add more grunge on the gallery building to create more harmony between the buildings. The gallery building…
+ Created a map for glass and metal reflections. Since the building is facing total black void, the glass was not reflecting anything previously. The metal was a bit too dark as well. This map in front of the building doesn't need to be visible in the render, only in the reflections (leaving it on for demonstration…
+ Fixed the curtain clipping through the painting. + Straightened out the curtain folds a little bit, to give a better feeling weight. + Created a two-sided fabric shader with a simple camera based falloffs on the diffuse, to get that velvety look. One falloff darkens the tones, the other lightens. - Reduce the glass…
Working on a modular building with one Uv tile. Looking to be bring some variety into that brick. The windows will be treated as a separate texture element also with it's own uv space. I divided a plane into different parts and used vertex color to mark the various trim sheets