In Blender, use the Material
Graph to create procedural materials, quickly providing customizable, realistic
and variable material textures for large buildings.
Techniques helping with shape inflation and deflation https://www.youtube.com/channel/UC-toy9WMImypmLAiU9h_SzQ The slope blur serves as inflating and deflating soft shapes and height maps. Its node changes and inputs are based on the slope of a grayscale input image. Instead of just moving or distorting shapes, it creates an interesting smearing or fading effect. The “Intensity” slider is for using positive and negative values. A larger intensity means the effect is pushed out further from the original shape. Mode adjusted the blending mode of the blur passes. Among these types, “Min” eats away existing areas while “Max” mirrors out white areas. And “Blur” eats away and smear Techniques helping with adding smaller details to shapes: The multi-directional warp node is a great node to warp shapes in an interesting way. It distorts the shape in a few set directions based on an intensity input. Among the types of “Mode”, “Average” is more of a soft distortion ; “Min” still eats away....
Introduction This blog documents the third-party assets used in my degree project. -All models in the game were modeled by myself in Blender. -Most of the materials in the game were created independently by me, including 13 base materials made in Substance Designer, 1 material made in Procreate, and 1 material made using Blender's material nodes. -About 9–14 third-party materials were used in pre-production, all of which were replaced with self- made materials in the final game. -The only third-party assets used in the final game are few textures from Quixel Megascans. Assets List 1. Scratched Painted Metal Scratched Painted Metal | Fab Third-Party asset type: Texture Texture type: Roughness Use in game: Provides roughness details for man-made objects in the scene, such as metals, plastics, screens, etc. 2. Scratched Metal Scratched Metal | Fab Third-Party asset type: Texture Texture type: Roughness Use in game: Provid...
What scenes will there be in the game? Laboratory The corridor next to the laboratory The exterior of the building The archive The monitoring room The central space The concept art of central space The office of the boss of the Kamigaki conglomerate. The vast space is surrounded by concrete walls that resemble building facades. On the walls, one can see rows of bright and dim lights flickering. Upon closer inspection, it can be noticed that each light represents a server. The floor of the space is a shallow layer of water, like a still lake. On the water surface, there are countless glowing wires, all seemingly extending from the bottommost servers and finally converging at the center of the space, forming a Japanese traditional courtyard building that is out of place with the surroundings. References Katsura Imperial Villa Chushoin - Katsura Imperial Villa Kyoto State Guest House (Kyoto) Kyoto State Guest House | Cabinet Office, Government of Japan Ruriko-in Temple Symbolpl...
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