I feel like you guys should do a another version of this scene but closer to night or sunset. That way you can make use of your Neon lights and christmas lights. Also shouldn't that tire be sinking in the tarp?
This looks really great! the only thing sticking out to me is the tire on the tarp(if that is a tarp, maybe its painted metal). It seems like if it was a tire it should be a lot more saggy, looking great like a said though!
@aajohnny currently the cliff texture is just a color map, we wanted to give am a stylized look. at one point we had a normal map but they got to noisy.
I wrote down the method for the last rocks I made too if it helps:
Creating the Rocks
ZBrush
Create a Sphere3D.
Use the Move Topology Brush with a large size, going left and right with strokes for variation.
Use a Large TrimDynamic Brush to flatten out some faces.
Subdivide.
HPolish (ZI 35, FS -39, DS 50) faces to better define edges.
Trim Dynamic (ZI 43, FS -56, DS 50) edges.
Lightly go over each large face with Flakes + a square Alpha (ZI 25, FS -77, DS 50).
Build details into faces with ClayTubes (ZI 15, FS -56, DS 50).
Refine said details with DamStandard (ZI 10, FS 0, DS 50).
Add light surface noise via Deformation.
Scribble over mesh with DamStandard and concentrate on areas that look edgey.
Drag rock crack brush alpha over mesh (ZI 15, FS 0, DS --) You'll have to make one yourself.
Drop to lowest SubD, then UV Master, Unwrap All.
Polypaint with ColourSpray.
Get Texture from Polypaint, save.
Get Displacement Map, save.
Get Normal Map (Flip G), save.
Use the Decimation Master (Freeze borders + Keep UVs) at 20% Decimation.
Export .obj file.
Photoshop
Open Polypaint texture, and change the image mode if needed (Image > Mode > 8bits/channel).
Add a new layer, fill with stone colour and add noise (set to Multiply blending at 70% Opacity).
Add Displacement to new layer on top of that (set to Overlay blending).
CrazyBump
Open Displacement map from file, extract Occlusion Map.
Photoshop
Add Occlusion as new layer on top (set to Multiply blending at 25% Opacity).
Image > Image Rotation > Flip Canvas Vertical.
Save Diffuse texture.
Add Normal as layer, save Normal out to seperate file.
Save .psd if you didn't already.
Maya
Import .obj rock.
Smooth normal.
Scale mesh by 100 in XYZ.
Export selected to .fbx (make sure export smoothing groups in on).
UDK
Import Normal Map, Diffuse Map, and .fbx rock.
Create new material to be instanced with Diffuse and Normal.
Apply to mesh.
rocks look better in the foreground. cliff in the back left is still a little chunky, but not nearly as noticeable. no idea what's going on with that dark decal under the window. is it paint? is it blood? is the wood rusting?
i think more foliage around the bottom of the bulding on the left would be nice, too. - right at the bottom of that boulder - it's all hard up to the landscape right there and not particularly well married to it.
@chrisradsby: Good call on the sun bleached look. If that were the case then I'd expect the sofa's blue to be paler and the fabric more worn. Probably some corrosion on the "El Rancho" sign too.
try turning off mips entirely for the wooden beam material on the building. they seem i dont think theyll get too noisy. also, I liked fewer clouds better.
Replies
any suggestions?
With regards to rocks, it's not easy.
But there are a good few threads on Polycount.
Edit: @choco also did a good tutorial.
I wrote down the method for the last rocks I made too if it helps:
i think more foliage around the bottom of the bulding on the left would be nice, too. - right at the bottom of that boulder - it's all hard up to the landscape right there and not particularly well married to it.
Great work so far guys, look frickin epic!
How's this coming along?
Or just remove the clouds entirely considering its the desert. A nice blue gradient would be less work and look good I think.