hey timothee, cool technique big props to you! i'm really a friend of the procedural thing, and ages ago i tried some very similar like this, except for going with displacements. (which would have done it i think) if you like to push it forward and also create the diffuse via procedurals to have a start for the painting,…
Creates materials for your high poly using things that let you paint on the high like viewport canvas, mudbox, brush. Then bake everything at the same time diffuse, normal and ao.
You should desaturated your diffuse, and work on a better specular. Also, your normal needs work. You should level the channels of your normal map. It'll bring greater depth.
Very good tutorial. Thanks a lot! I was dissecting the psd to see how diffuse was done, but still dont know how you get your edge_highlights layer. Can you give a clue? Thanks again !
Hey! Today, I finished my newest tut. http://vimeo.com/21600799 This tut will go over a quick and effective method of producing realistic broken chunks of concrete. In addition to the video, I also uploaded an example diffuse psd for your guys to dissect. Hope you guys like it! http://www.megaupload.com/?d=F1GWBGRI
That works too. The only problem with Vol Select is that it will make straight selects on what might be a wavy line. Select by Mat ID will get you just those polys again and again wherever they might be. I don't know of a way to get the exact polys you've Vol Selected after they've been distorted? One more advantage to Mat…