One more entry to the plug contest.
The concept was created for a contest with the aim of creating a fresh new design for a power plug. I designed it to incorporate as many features as possible and be interchangeable between power standards.
The entry was rated 18th of 67 entries :-)
Comparing procedural and painted texturing
Article #1: Procedural
This article is part #1 of my 2 articles to compare procedural and painted texturing. Next in Part #2 I'll give my view on painted texturing, here we will have a look on procedural texturing the same asset. The intro of both articles is identical, but the conclusion of the series is included at the end of part #2.
I have been planning to write some articles honoring the 1st year I have spent in training until now to become a 3D artist. As subject of the first 2 essays I thought it would be appropriate to choose something which has given me the most thoughts in the past year. I have been fighting with a couple of things while getting to know different techniques for modeling, shading, lighting, rendering and post production, but from all these one of the few things currently, which seemed to me as a matter of preference instead of the actual progress of an artist on the learning path is the question: Should I …
After setting myself high standards with the rusty paint shader, I was kinda stressed to produce a perfect background ice wall for the same Industrial TV project. After looking around how an ice wall actually looks (surprise surprise, it is not a huge ice cube), the result is a facing ratio dependent color subsurface scattering base with more reflection and bump layers. Well, looks great, but for the final render I might add some more color layers in the ice. Anyway, this is also only procedural, so no painting needed here (my texture painting skills will be tested in the next project for sure... but you'll see that later).