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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