Monday, September 17, 2012

Props!






I again kept the optimization going, while retaining a high visual fidelity.
High versatility and visual sophistication was the main focus here. Have an asset be flexible when duplicated around the scene by making it vertex paintable, breakable, or toned.

A few tricks: Inverting the AO map inside the material editor and plugging a power node to adjust its contrast to essentially generate a "free" spec map that gives me those nice specular highlights on the edges on the metal. Of course, then I used a lerp node to blend between that generated specualr and a tiled noise specular.

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