Started by CredePendrel, September 16, 2019, 09:51:38 am
Quote from: Dune on September 16, 2019, 10:31:49 amI never bake any materials onto the object, but use tiled textures on different parts. I can further combine these with other materials in TG (merge shader and mix by PF) or add procedural variation and/or textures.I don't know Blender, but I use Lightwave for hard objects, and ZBrush for soft ones, also use ZBrush for making the UV-maps, and often Lightwave again to shift parts of the UV map around. Finally, almost always Poseray to check, do normals again if needed and merge object parts.
Quote from: Hannes on September 16, 2019, 11:08:43 amMost of the time I use just a surface layer after the regular shader to create moss or dirt, masked or broken up by a PF driven through a transform shader set to world position as Ulco mentioned. You can use altitude or slope constraints, which is great, when you want your stuff only on horizontal surfaces for example.
Quote from: CredePendrel on September 16, 2019, 09:51:38 amGoing to steal a great idea from N-drju and start my own "World and Ideas threads".
Quote from: Dune on September 16, 2019, 11:28:42 am@Hannes; problem with that method is that in the moss, the bump of the default shader will still be present. With merge shader you can separate those. Unless you smooth.
Quote from: Dune on September 18, 2019, 11:22:49 amIf you use a soft circular simple shape instead of the mound, you can use that as a mask to 1. raise the ground to a mound (use a surface shader's displacement tab), 2. add huge (20m) fake stones in the same surface layer (child input) masked by the same SSS (color hardened [white down] to cover more of the mound), with appropriate PF sizes and colors as surface input. Then put your tower on one of the rocks. Have the fake stones followed by a transform shader set to world.