Friday, 10 April 2020

Professional Brief Test (Playground Games): Polishing

After feedback from tutors I wanted to polish the asset for my portfolio.

I used a plane to bake the bolts to, which fixed the gap between the wood.
I added more wear and tear to the wood, especially focusing on areas such as the handles and wear the wood would be in most in contact with people or the road from being knocked around.

For the ground plane I wanted to the cart to feel as if it was on the road that a traveller may pass on their way. Therefore I decided a mossy cobble stone path would be best for this.
I used flood fill to create slopes in the random tiles.
I then made 3 in 3 different directions to create the simple rock form.
Using the random masks I blended in some cracks. I also made a basic ground from a perlin noise and clouds 2 which I blended by Height blend which allowed me to have a good control over my base height.
To create the moss I used a simple shape and used a subtract blend to create the curve of the moss leaf. I then warped this in two directions and used a circle tile to create a flower shape. I then masked and scattered these using a tile sampler.
I think this is about where I want it for now before I add colour.
I started by masking off the grass and mud first and used gradient maps to add colour.
I used tile sampler to scatter both smaller stones and sticks along the material.
The outcome was a bit too stylised due the intensity of the AO and the strong highlights.
I also went and made the rocks more randomised in size and reduced the slope blur as it was making the rocks look too 'chipped'.
Final render and graph in Substance Designer:

Final renders:

No comments:

Post a Comment