Midgar Revival

  • Thread starter Thread starter Sapphire
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With all details (houses, streets,highways, etc.) the last will look better. The first looks more plastic but also like a small sized model of Midgar.
 
Maybe with a little dirt but not as much as in the previous screens.
 
I think somewhere between the two would be good. A bit of noise makes it look more realistic, otherwise it'll look more like plastic. Great work on this.
 
Hi Sapphire,

The way I usually go about making the materials is twofold: first, get a sense of how it should look like "clean", and then incorporate textures to make it look weathered. I think that now you got something pretty good for the clean base, which wasn't the case before.
There are 4 types of textures you can commonly use for incorporating weathering elements for outdoor stuff:
- Procedurals
- Ambient occlusion bakes
- A huge "random grime" image texture  like this one for moderate dirtiness. The texture I linked is pretty much the first one I found, so it takes a bit of search.
- "Leaking" grime textures, like this one (although again, just an example), which are difficult to work with because you need very good UV-mapping to place the leaks at relevant places, but help give the best results.

The common way I use these texture is to "multiply" the original material with them to some degree, and I also multiply the texture of the specular map (the one controlling the diffuse/specular ratio). You may have to add a couple of brightness/contrast functions on the way to get the proper tone/shade of material in the end. But the overall result should give you darkened areas which are less reflective, following patterns which correspond to where grime would appear on building (using ambient occlusion bakes is a good help in that respect).
 
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