Hey guys, wanted to practice larger scale environments. So I am using landscape and here are my results thus far. My original plan was to make a scene where a caravan was attacked by Indians or something but it could change with time.
As of right now I want to make additional foliage to break up the scene more.
Everything in the scene was made by me, except the sky which I plan on doing myself as well.
If anyone has advice or tips I would really like to hear them. Hopefully it will make the transition from props to larger scenes easier.
(Latest Screenshot)
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Replies
I like your rock textures a lot, one thing about the models themselves and their arrangement - You could REALLY push their silhouettes a bit more to give the illusion of complexity. By making your horizon line more complex with some shapes you can make this feel a lot less repetitive.
I talk about this a lot, but with scenes like this you really have an opportunity to play with forced perspective. By putting some TINY trees on top of the rocks you can really give the illusion that these are MONSTER cliffs, as opposed to like 100 foot walls as they appear now.
But keep going! You're definitely headed in a good direction! Keep us updated.
Shoy thanks for the compliments at the end of this I will put together a small tutorial on how I achieved my rocks.
your scene currently looks under exposed... i would up both the sun light and the ambient/or expose higher (long time since i used unreal so cant remember the control you have) as your missing hotness from the sun and your shadows are being crunched
your rocks are looking a little bit manufactured at the moment i think you need some more assets to break up the repetition a bit more...also I would look into using a vertex blended shader to add small amount of greenery in cracks etc...or a different hue of rock to break the modularness
i would add more gradient to your skydome to give more atmosphere
i did a quick paintover as im hungover and cant be bothered to leave the house yet
Absolutely underexposed. Thats the first thing I noticed.
Did you play uncharted 3? Those canyons had some awesome lighting on them. Look how red they are! You should take advantage of the GI if you're using UDK and boost the influence from the rock diffuse texture and put a little more red into the shadowed side.
http://www.play3-live.com/screens/uncharted-3-drakes-deception/uncharted-3-drakes-deception-19249horse-approaching-canyon-1319555713.jpg
The other thing I think you need is some haze. It will help seperate foreground from background better. I overdid it a little below, just so you can really see the difference it can make on depth perception.
Paintover:
Definitely add the rocks or smaller objects to the right side like SHEPEIRO said below.
The main thing for me is that I can't tell the story behind it. Has the place been dry or wet for a long time. It seems like its between dry and wet and its a bit confusing.
Check this first shot of a cliff/canyon. Its wet and has much more grass/shrubs etc..
http://www.ayersrockresort.com.au/images/kings/kings_touring_1lg.jpg
Then check this second shot, it's much more dry, no trees and only dry grass and shrubs.
http://www.fosonline.org/wordpress/wp-content/uploads/2010/06/Canyon-San-Luis-Argentina.jpg
I'm not saying do this or that, but try to put a solid theme/story to your scene. Also the ground texture seems a bit flat, try upping the normal or put some smaller rocks.
Other than that it's looking good, the sky and rocks/cliffs you have so far are just about right. Keep it up!
You might checkout this thread about that asked about plant placement. http://www.polycount.com/forum/showthread.php?t=98976
Any chance of a wire frame of the tree?
Wonkey here is the screenshot of the tree's wireframe you asked for.