Atom - Thanks! I hope to have cooler work to show as I progress this year.
josef - It’s good to see you stopping by, thank you for the kind words! You’re exactly right! The more detailed the model, the more effective this technique seems to be. It would have taken me weeks to texture this model by hand. Of course, you can still add details to the model through normal texturing methods, if desired.
michalis - Thank you! I will share the node setup when I complete the project; On a side note, I have a collaboration this year with another YouTube channel, and will be using your “sculpting with UV’s and Displacement” workflow in the video, it’s very versatile!
I’m currently waiting for a cloudy, overcast day to shoot some tests for the environment I’ve chosen for the latest video. It’s not absolutely necessary, but I think it gives better results, and also gives me more freedom in deciding how to light the environment in Blender. I may use a combination of PhotoScan and camera mapping in the final video.
I’m testing muzzle flashes and starting to think about “look development”, if that’s the correct term. I’m not satisfied with how the GTA video looked, so I really want to try to push this video to look as cool as I can make it. Hopefully doing some work to establish a look early on will help guide me.
I’ve decided straight away to go with a cinema aspect ratio for this video. I like the wider look, and of course it will render faster, too. The muzzle flashes are done using Independent VFX’s tutorials, which I highly recommend. The flare lighting on the gun itself comes from a mesh light in Blender which is approximately the same size and color as the muzzle flash (which is done in AE). This gives a much more realistic, and much easier to create, lighting of the gun during firing.