The idea is to have a central stone altar, surrounded by standing stones and trees.
Current crappy concept art:
Obviously not great, but I just wanted to get an idea of the spacing and shapes in the scene.
Anyway, I have a marmoset render of the central altar, and will be getting some Cryengine renders up soon, once its all imported and lit properly.
Texture is a bit grey, so I'm looking to add a bit of life to it
All crique very welcome : )
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Also I don't know if it's a result of your unique unwrap or just blurry texturing but the texture is too blurry for the surface you're trying to depict here.
@ParoXum: Yeah, after sitting down and looking at it again, the uving just isn't efficient enough for the size/detail of the prop. There's a little bit of stretching on the edges and it really makes the textures blurry.
I think I'm probably just going to stack the shells and re-uv/bake/texture it, which will obviously take some time.
In the meantime, here's a little standing stone I've been working on (again the uv's is a bit stretched, which creates a really obvious seam, which I'm going to address later)
I agree that you can either bring a lot more uniqueness to the texture or go the other route and make it extremely optimized. Here is a quick example of taking your texture and fitting in all the important details into a 256 texture with room to spare. I made sure not to shrink down any of the details so this would look really close to your final results but using 1/16th the texture size. Imagine the savings you would get in your scene if everything was optimized that much.
I know it's an extreme example but I think it would be an interesting side by side test for you to try.