Hi there
I made a foliage and I need some advices.
I must to do a normal and specular map so don't worry I will do that.
I left some space on my UV for the other foliage like grass.
Tell me what do you things and if you have some ideas to improve it.:poly142:
Replies
@MooseCommander : It's true ^^ I will change a little the tone for don't look like neon
DWalker : Yeah I will add some shadow paint on the texture. About de drop shadows, it's normal you can don't see on my render because it's a unlit render ^^
Also, I'd be tempted to include the grass on a different texture sheet. Mainly because if you wanted to tint either the grass or the vines you'd need to use two separate shaders- so you might aswell just use another texture for grass instead of trying to fit it in on the same sheet.
Additionally, if you wanted to create a wind effect (for example)- you would want to control the effect separately for each asset in each shader.
Here you have a render with light/shadow and with Normal/Specular map.
And because I am a good men I put a tuto/work flow. :poly124::poly142:
Of course any comments or idea to improve it is welcoming.
And sorry for my bad english.
Here the new part of foliage package. Tell me what do you think .
Comments or idea to improve it is welcoming.
Something you want to strive for in vegetation is to hide the fact that it's an actual flat plane texture. Bending the plane so it's not straight vertically or horizontally helps hide that.
Also, your grass blades and leafs seem way too dense (except your single leaf vine, it looks about right). Try and make some more use out of transparent empty space to help give more variation and break things up a bit. This will also help hide the fact that it's a flat plane texture.
here a fast render on UDK with 3/4 foliage mesh. Tell me what do you think.
Comments or idea is welcoming.
It's better now ?:)