Right now all this noise screams "procedural generated" a little bit, I think. As someone said, I'd try to mask out things and try to add some slight variation so it doesn't look like that. You don't need to paint the actual wear, but maybe use a brush to mask it out in some areas. The mask can be some slightly noisy mask…
Ah yes, it is absolutely nothing complex, here's the current setup, i wish i was smart enough to work some magic with it. I saw some people do pseudo-softbodies using distance field gradient, or you could probably make some lava lamp like effect with this. Basically i'm using normalized distance field gradient as a…
After seeing Ben Mathis'/Poopinmymouth's tutorial on how to do flow maps in PaintShop Pro, I realized that there's a very simple way to create flow maps in Photoshop using a simplified version of his method. First, either render out or copy the cone normal from Ben's tutorial: It helps if this cone image is the same size…
Got all the basic materials blocked in. No texturing or masking yet just pure material and color more or less and the colors will shift a bit probably. Limiting myself to metals found in blood, Copper, Brass (combo of zinc and copper) and Iron. Leathers and basic wool/cotton for fabrics. Also for future me, nice way to fix…
CURRENT STATE Hi guys, Just wanted to share this side project I'm working on for fun. Crits and comments are welcome. The idea comes from all those mini cinematics in Mass Effect when you arrive at different planets or stations. I want to do a short animation of the Normandy landing in this space dock. So here are a couple…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
PBR - WHAT DO YOU WANT TO KNOW? PODCAST DATE: SUNDAY, JUNE 15TH, 8PM GMT +2 ( 12 PM EDT ) Hi everyone, it's been a while since we last did an episode, and so we wanted to come back with a bang. That's why we've decided to do a PBR-centric episode focusing purely on the topic of physically-based rendering and shading…
Alright, low poly and uvs done, many test bakes consumed, normals out of the oven and material masks prepped! Just a real quick overview of what I do after I complete the lowpoly modeling and UV work as far as material work is concerned. 1. Explode highpoly mesh 2. Assign basic materials to highpoly mesh. This part is…
it's a bit beyond what you can do with a stateless pixel shader effect afaik. standard curvature is doable with a sobel (like) filter but this needs to consider a much larger range if you want to mask by a specific normal direction though - just dot(normal, other normal)
The difference with the "hockey mask" set is that it ISN'T A HOKEY MASK. It's a nicely made mask out of wood that somewhat reminds one of a hokey mask. I CAN'T STRESS THIS ENOUGH. Straight up hokey masks have been rejected left and right. Did SithHappens find a clever way of getting around that and tricking you into seeing…