Hi everyone,
I keep on working on topics related to brutalism, hope there are other fans out here and you don’t all see that as pieces of concrete junk
Technically, even though it remains a very simple scene again, I think there are interesting points:
- The topology was not easy to be able to displace the end result. I started by applying arrays in all 3 axis’s to a simple cube. I deletes what I wanted. I made a new curved element that could merge with the cubes (only 4 verts on the connecting face), trying to make things as clean as possible.
I cleaned the geometry (thanks to this answered question). In the end, I still had to remesh unfortunately, but the final result is quite clean. A reflective plane with a musgrave texture in the bump height socket is enough for the water. Time to download some CC0 duck here , rig it, make one that is itchy and one that is hungry, don’t forget to render the mist pass, a bit of compositing and Taadaa!
You can see on the image below that the pillar at the back has a super clean geometry. Nevertheless, it was still not good enough for subsurface and displacement, so I had to go the remesh route, which introduced a lot of artifacts, but in the end it is still worth it
- The pillar at the back has an image-based texture (from my photoshoots of the gloomy days), while the material of the pillar at the front is fully procedural
Hope you guys like it, and don’t hesitate leaving a little comment!