starting to texture the logs and roof. blocking in basic colors
so as to avoid lighting conflicts and so I have a base color to start
with during the texture painting process
another lighting pass. I also made a few alpha cards for the moss on the roof. Blocking out color and placement of dirt and grass using unity's terrain editor. Current issues: when I add normal and spec maps to the roof and moss texture, untiy washes them out and they lose contrast and saturation. Also the normal map I baked for the stepping stones is behaving unexpectedly. The shadows are incorrect. I've run into similar situations in max and the fix was to change the parameters in the material's normal map settings to tangent. Not sure if this is the same issue in unity, or if there's even a setting for that. It may very well be something else entirely, looking into it.
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greyboxing and blocked out lighting in Unity
starting to texture the logs and roof. blocking in basic colors so as to avoid lighting conflicts and so I have a base color to start with during the texture painting process
hand painted wood logs and roof textures
another lighting pass. I also made a few alpha cards for the moss on the roof. Blocking out color and placement of dirt and grass using unity's terrain editor. Current issues: when I add normal and spec maps to the roof and moss texture, untiy washes them out and they lose contrast and saturation. Also the normal map I baked for the stepping stones is behaving unexpectedly. The shadows are incorrect. I've run into similar situations in max and the fix was to change the parameters in the material's normal map settings to tangent. Not sure if this is the same issue in unity, or if there's even a setting for that. It may very well be something else entirely, looking into it.
Latest WIP here. Added more textures, populated the scene with more shrubbery. Tweaked the lighting.
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
Neat scene though! Love the style.