Deep breath... one step at a time
Initially this was an exercise in UV layout, sourcing and preparing textures and creating Arnold shaders (with believable material properties).
Other considerations would soon surface:
- The use of tileable/ seamless textures for large areas
- The application of wear and dirt to support the environment's story
- Organisation of multiple textures images in the UV space
- The use of advanced material properties and production of supporting maps - Bump, normal, transmission, emission and specular.
In this working example render, a few problems can be seen.
- The brick texture does not align across UV boundaries (i.e. at the quoins)
- Although dirt has been applied to the floor texture, it appears uniform without signs of wear through footfall and age.
- The lampshades do not display the transmissive attributes applied. This would prove to be a problem converting materials between Arnold versions.
In this later iteration, the material transmission problem has been fixed by replacing the legacy shader.
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