So my first 2019 self-challenge was to find a large epic 3D environment with super detail and texturing and try and recreate it with the skills I've learned this year, before I start my own. I chose one of my favorite 3D artsists, Toivo Huhtaniska, and his "Heart of the Industry" piece that recently melted my face! (see it at: https://www.blendernation.com/…/behind-the-scenes-heart-o…/…). IT still needs a RR car I have to model and texture. I still haven't officially lighted the scene yet, still just an HDRI. A couple objects' render icons were disabled and didn't show up, so still some work to do but wanted to share it. This has been an extremely rewarding self-challenge project, on to my own original... O_o
lhumungus Yeah, Painter. Ceiling windows are all procedural though
lhumungus : Alpha Planes...OMG, yes! I know what to do now, thanks humungus-ness!
lhumungus What you gigantic cookie you, LOL! Yeah, SP!
Holy crap. That's some crazy modeling and lush texturing. Is that Painter for texturing? Re: windows, you can use alpha planes for the 'glass' part and make them as cracked, broken, foggy, sooty, etc. as you want with the transparency parts letting light through.
Good modeling going on here, well done :)
Beautiful! I am looking forward to the final piece!
Wow that is super fast!
I don't know if this will work, but maybe, as the windows are quite small and far away, you could get away with mixing the glass material with a transparant shaderand control them with a Voronoi set to cells (and a Colorramp of course set to constant, so you just get glass or no glass and not something in between)
@spikeyxxx: Oh yeah, and this has taken me about 30 hours total so far, here a little there a little...
@spikeyxxx: Thanks! Yeah currently it's just lit with an hdri so I can see everything. No actual lighting setup has been established yet. For the top windows (and the nightmare they've been so far, lol!) I'm trying to figure out a way to get broken windows without adding geometry that looks good. Maybe when I get the light source behind the back walls coming through those windows, and maybe add some volumetrics fading into the BG, I wont have to change the texture, we're see. I'd still like to discover a way to get broken windows without adding geo, though...any suggestions are highly encouraged, thanks again!
good work !