Manifestation 1 - Moldy
Posted: Wed Jun 24, 2015 7:29 pm
Personal work


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Haha, nice you noticed:) It was an important detail to get it to look like my references. The wall texture was made in Photoshop (I didn't model the tiles because I felt I would lack detail that was easier and faster to do in 2D), but then I made a displacement map to have all the tiles slightly extruded, but trying to vary the angle randomly per tile in the displacement map was too complicated. So where the highlights were visible on the wall, I modeled one tile and instanciated it on top of the already displaced geometry, and then applied a noise modifier so each one would be slightly rotated. So most of the wall is a texture with displacement, but where the highlights are present it's 3D tiles. It's quite a hack, if we saw the wall from up close or at other angles it wouldn't look good, but this was the fastest way I could figure this out.smicha wrote:Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
Phil_RA wrote:Thanks all!
Haha, nice you noticed:) It was an important detail to get it to look like my references. The wall texture was made in Photoshop (I didn't model the tiles because I felt I would lack detail that was easier and faster to do in 2D), but then I made a displacement map to have all the tiles slightly extruded, but trying to vary the angle randomly per tile in the displacement map was too complicated. So where the highlights were visible on the wall, I modeled one tile and instanciated it on top of the already displaced geometry, and then applied a noise modifier so each one would be slightly rotated. So most of the wall is a texture with displacement, but where the highlights are present it's 3D tiles. It's quite a hack, if we saw the wall from up close or at other angles it wouldn't look good, but this was the fastest way I could figure this out.smicha wrote:Great work. I'd like to ask you about the light reflections on the wall (apparently visible on the yellow strip) - how did you manage to set tiles under some mild different angles so that the light reflects differently. Did you use displacement?
If all the tiles had been made in 3D and rotated randomly, I think we would have gotten more highlights in places where currently none are visible. If it was to be an animation, I think I would have made all the tiles 3D, and maybe then bake everything in a displacement map so I could refine it as desired afterwards, maybe in Zbrush.