Texturing the Lab Equipment
Result
Once I was done texturing and setting up, I created a new material and added a red gradient base colour to it and and a constant to it's roughness. Then, I applied it to the cylinder inside of the blood device in order to, well, suggest that there is blood in there. And the glass case around the blood, to it's material I had added a Fresnel node to make it more realistic, because most glass materials in real life aren't fully transparent.
In addition to that, I added a SimpleGrassWind. That's a node that I tend to use sometimes when I want to make certain assets move ever so slightly, like for example the cobwebs in my scene. For the SimpleGrassWind node, I created three parameters once again - one that's WindIntensity, another that's WindWeight and a AdditionalWPO. Then, I created a material instance where I adjusted these sliders so that the cylinder inside of the blood device would somewhat resemble blood.
What I would like to focus on next is making some dust particle effects. In my previous project, I learned how to make them, however I wasn't really satisfied with the final result because the dots looked a little too big and shined a little too much, so they ended up looking more like fireflies rather than dust, in my opinion. Therefore.. my next goal is to attempt remaking them, although remake them right this time.
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