I experimented a lot at this stage, using nodes such as the gradient axial reflected and the curve node to achieve different levels of height. I also experimented with the use of randomising luminance, which changed the heights and shades of different scales.
Lastly I played around with a gradient map to achieve the correct levels of saturation according to my reference. I wanted there to be enough tonal variation to create visual interest without straying too far from a realistic snakeskin appearance. I felt that I managed to achieve the worn leather snakeskin texture well. I found the appearance of the node tree complex but I was quite proud of what I had achieved for a first attempt at an elaborate texture that successfully tiles. Next time I would increase the intensity of the height map and use a smoother height transition for each scale.
Final renders of my material - worn snakeskin leather
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