Modeling session
https://abs.twimg.com/emoji/v2/... draggable="false" alt="π" title="Eyes" aria-label="Emoji: Eyes">
https://abs.twimg.com/emoji/v2/... draggable="false" alt="π‘" title="House with garden" aria-label="Emoji: House with garden">
Got my main blocking done. Looking for cool atmospheres before going back to detailing
https://abs.twimg.com/emoji/v2/... draggable="false" alt="π" title="Sun with face" aria-label="Emoji: Sun with face">
https://abs.twimg.com/emoji/v2/... draggable="false" alt="π" title="Crescent moon" aria-label="Emoji: Crescent moon"> #octanerender
Secret sauce tip: adding a simple plane/cloud layer on top of the whole scene (noise map into the opacity slot) to structure the light a bit more. Like classical painters did.
https://abs.twimg.com/emoji/v2/... draggable="false" alt="ποΈ" title="Lower left paintbrush" aria-label="Emoji: Lower left paintbrush">
done with this one!
https://abs.twimg.com/emoji/v2/... draggable="false" alt="π " title="House building" aria-label="Emoji: House building"> #octanerender #c4d #wip
Shaders stress-test. If it works in any light condition, then it& #39;s good to go.
The best option for shading test imho is a simple hdri rig though.
I& #39;ll dirt up walls and roofs with substance when the whole composition is modeled. I may scatter the buildings differently than what was planned and the leaking logic might change.
Note to myself:
- deform gutters
- add leaves on roofs
- rain leaks
- plants/pots!
- wood aging
- antennas/electric scheme
- deform gutters
- add leaves on roofs
- rain leaks
- plants/pots!
- wood aging
- antennas/electric scheme
High-res
https://abs.twimg.com/emoji/v2/... draggable="false" alt="πΈ" title="Camera with flash" aria-label="Emoji: Camera with flash"> #WIP
One more! This one will get the Substance Painter treatment to see if I& #39;ll use it for the whole scene or not. (again extra details+roof tiles variations will be managed at the end)