Dev news : RA smithing table, cont'd. (Patreon)
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Some more news about the Realaccurate smithing table. I added a new tool to the rack: a chisel.
Like before, I designed it using Blender, then baked normals and extracted heightmap+masks, then integrated them into my Substance workflow with custom, purpose-made graphs.
Again, I used extra care with regards to the metal mask. Metallic masks can cause bleeding (i.e. parts marked metallic, thus changing final "color" when they shouldn't) when used with mipmaps. It's even moreso the case when using the LabPBR specification because of hardcoded metals.
I used lots of different tricks to hide the issues caused by mipmaps on metallic masks: hiding the "seams" in a nook so it's not too visible, using smoothing on albedo and normals on the edges, applying fake AO in said nook to hide it even further, ...
All in all it works pretty well and hides most of the issues I described.
Here are some screenshots using Kappa v3.0 T3 (1), SEUS PTGI HRR2.1 (2&3), Continuum 2.1 alpha B12 (4).
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