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Realistic Minecraft Cave Final

This is a test of several things: (1) Procedural textures based upon world coordinates (2) Fast "block" modeling (lol) (3) PBR Shaders (4) Material layering 1 - I wanted something where I could a block anywhere in the world and still bake a texture consistent with any other block. If two blocks are in the same location, they have the same texture. If two blocks are next to each other, the texture is seamless. This applies to the albedo, displacement/bump, normal, roughness, and specular maps. 2 - For various reasons I decided that I want to build the Minecraft sets manually. I build this set by manually extruding vertices. I have since improved my methods, and I'm still improving the speed and efficiency of set design. 3 - I have since greatly improved the PBR shaders, but the shader in this looks decent. The Fresnel effect is too great. 4 - The material layering was to put the sparkling particles inside the darker regions of the stone. Also, the darker parts of the stone are rougher, less reflective, and sunken into the stone's surface.
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