I’m not sure which board to put this in. I THINK this is the right one, but it might belong in texturing.
I’m not looking for detailed hand-holding, but nudges in the right direction, technically OR artistically.
So, lately I’ve been trying to improve my texturing skills, so I’ve been learning to use Substance Painter and Designer in conjunction with Blender. As an exercise, I took an existing free model, redid the UV mapping in Blender, textured with Substance Painter, and then went back to Blender work it into a simple scene and render in Cycles. (The ivy is from IvyGen)
I’m reasonably happy with most of it. The ground is… okay for something that won’t be the focus. However, the area where the ground meets the wall is distractingly bad. Obviously a little AO shading wouldn’t hurt, but other than that, I’m not sure what to do.
Obviously those two surfaces wouldn’t really meet at a perfect intersection like that. I’ve looked at the real thing and reference photos, and frankly I’m not sure how to make it look reasonable, short of doing a large amount of high-poly sculpting right where they join. Or perhaps I should approach it entirely with textures/normal maps/displacement?
I’m not sure what direction to even go in. I’d love a bit of advice. Thanks!
For reference, this is the model I started with.
Here is my render.
This angle doesn’t really show it, but I have made sure already that the ground surface isn’t totally flat.