Hey everyone!
Thought I would post my latest environment, a Tibetan shrine.
I wanted to learn more about terrain authoring in Unreal so this was a good opportunity to do so. I learned a lot and know what I want to improve the next time around
Its using fully dynamic lighting and GI. Textured using the RDT textures and some Substance Painter and Designer as well. All the vegetation assets and textures where made by me by creating highpoly textures, painted with vertex colors and then baked and composed to the final flat texture sheets inside Substance Designer.
Link to RDT:
https://real-displacement-textures.com/ Thanks for looking!
Cheers!
Replies
Not much to critique, maybe add some very small patches of snow in cavities, against the wooden steps for instance. There is no reason the path wouldn't have snow, if people walk a lot, the snow becomes ice and stays even longer usually.
Also, something seems a bit off with your mountain's normals on the right side of the picture.
But to be honest, that's just me being very picky, everything else is aced
Thanks! Yeah true, but I kind of liked the idea of having a more cleared path in the middle of the image. It just came down to preference Yeah most likely there is some wonkiness in some spots but the scene and material got a bit heavy for my little laptop so working with it became a bit of a chore in the end so I just rolled with it, I know what to look out for the next time around though!
@Gilgamesh
Thanks! Maybe I can do some more screenshots at some point!
@Stewart774
Thanks!
I build highpoly meshes of the plants I want to make using botanical books and images as reference sheets. Then I use vertex colors to paint them in the avarage colors of the plant I want, then send it off to Substance Designer to bake everything down to a plane to produce my flat textures. Then just add some different detailing and color variations and so on using regular designer workflows.
Then I bring the flats back into Maya and model out cards and then assemble into plants