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More work on statues

Quite a few improvements and tweaks for the statues – more details, expanded materials, several material setups. For materials decided to go for a fairly modular approach – each statue has cavity and normal maps rendered out in Xnormal. Cavity map is used for Ambient Occlusion since I just felt it did a better job than Ambient Occlusion maps I tried and more importantly I use inverted cavity map to mask out areas for colorization. Materials have a ton of exposed parameters to customize almost anything so you can do quite a bit of stuff with it. Same materials used for metallic materials, just a couple of expressions toggled off that need to be turned on to get proper metallic look, like usage of separate roughness texture.




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