PowerHouse VFX - Week 5 - Look Dev & Texture Iteration
I focused on texture this week and finalized the look development for our flower. For our assets that require live plate integration, I built HDRI and lighting set-up for shading, then tested through the rendering engine to see what would give the best final output. As our mentor Monica suggested, establish shading from greyscale and then layering on it for better visualization and control.
Flower start getting veins. Tangent Space Normal with Height Scale 2 and Tessellation enabled in Redshift OBJ with very subtle displacement applied in this specific material and scene.
To test the subsurface properly, I created a sphere and moved it above the petal so it casts a shadow. And after I connect the translucency map, we can see the sphere shadow onto the backside of the petal and spreading inside the material.