Dev news : RA smithing table complete (Patreon)
Content
I completed the smithing table today, adding another tool: a manual file.
I though it fit the theme pretty well and the original pixel map suggested something that could totally be seen as a file.
I tried hiding all metal/mipmapping artifacts as best I could as before. I also adjusted albedo against POM so the stretched parts of the colormap are consistent and look good enough with regards to the item/material it describes.
That optimisation work is pretty tedious but pays off in the end, the blocks looking consistently good in game with minimal issues.
Enjoy these screenshots! Shaders used are:
Substance Renderer (1); Continuum 2.1 alpha B12 (2-3); Kappa v3.0 T3 (4-5); SEUS PTGI HRR 2.1 (6-7); Spectrum (8).
All in all I think this new Blender workflow pays off! I won't be using it for all blocks because I think Substance does a pretty good job with regular materials (natural ones with consistent, homogenous patterns) but Blender is much more powerful when it comes to designing custom items with very specific edges and shapes. I'll still experiment with it and look for ways to improve the current and future blocks.
Files
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