This blog post is a brief update for my progress with my pumpkin.
This picture is within substance painter, I wanted to create surface variation on my model, so I added various heights, including gouges/cuts, bumps and intruded surfaces to create variety on the texture.
One issue I encountered with my model was not having enough tris to create an inside to my pumpkin, so I am relying on having a two sided texture in unreal, it may look wrong, but I haven't got many options apart from retopping my pumpkin.
My pumpkin in this shot shows a clear roughness variation, on the eye ridge, you can see the shine where the roughness value has been lowered.
| Grey scale roughness |
If I could have done something differently in the process so far, I would have probably cut out the nose to save on tris, but it is my intention to make use of the emissive I have implemented and create a 'subsurface' looking effect with it as if it was a thin piece of pumpkin flesh.
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