WEEK 17
Texturing
In texturing, I mainly use the principle BSDF node which essentially is the base layer node for all shading. Using the Multiscatter GGX option allowed me to make metal-like surfaces. I didn't want to use clearcoat because if you use it larger than 1.000 it won't make the surface look realistic and not physically based. For the main body of the shape I initially had issues getting the textures on but I managed to figure it out from a tutorial. So for the front body of the car, I used a mix shader to add a bit more value to the look of the hood. For the finer details, I used a 'Voronoi Texture' linked through a 'Texture Coordinate' on the object slider leading into the roughness category. Personally, I think it also needed a colour ramp node in between so the colours didn't look so harsh.



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