Hash Fellow robcat2075 Posted March 29, 2018 Author Hash Fellow Posted March 29, 2018 The paint spilling out of the bucket needed to look wet. However, the GI illumination makes it look chalky.... Add in a specular highlight only helps a little. The paint surface needs to have reflections in it but I can't turn on actual Reflectivity since there is nothing to reflect except the house. An environment map will simulate reflections. This is using the same map that I used for the GI. The detail in the reflections is too fussy. This next one uses a simpler treatment of "ground" and "sky" that I painted in Photoshop. I liked that but I liked it better if I took out the color. I also tried a blurred version of that. I decided that did not look as wet and returned to the previous version with the sharp horizon line. 2 Quote
Hash Fellow robcat2075 Posted August 6, 2018 Author Hash Fellow Posted August 6, 2018 Each glass window had a front and back surface and each surface has one slider to raise some of the CPs so it wouldn't be a perfect plane and another slider to smoosh the CPs around horizontally so the bumps weren't all exactly lined up in a grid. As it turned out, I only needed to set a very slight distortion to get the antique glass effect I wanted. GlassPaneSlidersH500.mp4 1 Quote
Zaryin Posted August 7, 2018 Posted August 7, 2018 This is amazing! I wish I had the patience to do all the work you are doing for this piece. Simply incredible to me. 1 Quote
Hash Fellow robcat2075 Posted August 7, 2018 Author Hash Fellow Posted August 7, 2018 Thanks! I wish I could model cool characters like you! Quote
Hash Fellow robcat2075 Posted September 11, 2018 Author Hash Fellow Posted September 11, 2018 Here is the actual structure on which this scenario was based... 1 Quote
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