Workflow Exploration - Part 4

Part 4 - High Quality Scanned Assets + Procedural Materials + Houdini Sampling + Phone Scanning cobmined with AI-assisted grunges.
In this case I explored high quality asset scanning for different things like some debris or fruits/vegetables, also I mixed three different media to create rust corrosion; fast scan donde with a7iii + faster scans of simple surfaces using phone photography. Also some prompts for AI assisted in creating grunges that were finally combined with full procedural materials and blended with custom functions to create a rust material done for Marmoset's Library (this one will most likely enter the library). All of that mixed together. I also took some time to create custom randomization utilities that come very helpful for things like rust and... pretty much anything really.
In this case I also created several custom blending functions for the mud-debris material effect where I can easily mix and blend materials depending if they are solid or softer like paper or leaves.

Hope that you like it!

Custom Function for randomization of very obvious tiling - Very helpful in this entire process

Custom Function for randomization of very obvious tiling - Very helpful in this entire process

Texturing a simple asset with this material inside Toolbag 4

Texturing a simple asset with this material inside Toolbag 4

Now let's do some scans

Now let's do some scans

And scatter those with different methods: Convert to atlases for Substance or Scatter with Houdini

And scatter those with different methods: Convert to atlases for Substance or Scatter with Houdini