This week's focus was on more designer materials. The purpose of this exercise was Material IDs and how to split down various materials into subsections to make the designer workflow easier to manage.
My philosophy behind this idea was, being able to link up nodes knowing what the outcome would be, with the addition of using them as masks, would greatly benefit and speed up the workflow, rather than doing complex tile samplers or generators.
One problem I have encountered while doing the materials is the similarity between them all. There has been a focus on 'tile' based materials, I have wanted to do portfolio based work and tiles seem to be the go-to material to get a fantastic looking material. I discussed with peers and my tutors that I wouldn't want to do something like wood or metal due to them being too generic and I wanted to show that I could use the workflow to create more complex looking shapes and materials.
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| Material breakdown |

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