Hello everyone, this is my first post on polycount!
A scene i'm currently working on in UDK. An old deserted gas station left to decay on its own. The ground is vertex-painted with four different textures and blendmasks. Please give feedback!
Next in line: mountains in the background, work on the grass some more, do touch-ups on the house and gas pump. Then model a gas station sign and some more landscape variation and ad more props.
Nice! Although if I were you I would have made tiling textures for that building.
Also does that gas pump have a spec map? If not you should to get some materialy defination in there!
and why is there a weird ridge between the road and the sand? I think you need to tighten up where the road and sand meet as well It is pretty defined.
Love the gas pump. If I'm doing this in cryengine, I would make a gloss map. It makes the material much better. For the house, I agreed with SaferDan about the tiling textures. You can also make just one window texture and reuse it.
SaferDan: Thanks for all the feedback, your right about the road and the ridge, gonna try to redo it a little and also fix the texture along the edge of the road.
As for the pump, I have a spec, but I have to work on it some more and also give it a glossmap as many of you has written and also ad some of the texturedetails in the normalmap I guess. Haven't experimented that much with glossmaps yet, have to dive in to that some more.
The house texture is tiled for some parts and i'm also reusing alot of the uv-space having uvshells overlapping eachother, the roof for example. My plan is to put different signs and details in the windows. I'm not gooing for superoptimization in this sceene, I want to concentrate more on making everything work togehter. The house is kind of the mainpeice so I wanted make it more unique, but if you have any tips on optimization and tiling, please share.
Evolyn: yes it was intentional, but maybe the yellow stripes in the middle makes it look like a two-lane road instead of a one-lane. Maybe its a bit to much aswell, I'm going to tone that down aswell when when i change the ridge.
So, I've worked some more on the road and also added some landscape in the background. Changed the sky aswell and discovered postprosess chains, damn that made a difference!
Replies
Also does that gas pump have a spec map? If not you should to get some materialy defination in there!
and why is there a weird ridge between the road and the sand? I think you need to tighten up where the road and sand meet as well It is pretty defined.
http://www.freeimageslive.co.uk/files/images006/desert_road.jpg
Looking nice though!That gas pump has a really nice diffuse!
SaferDan: Thanks for all the feedback, your right about the road and the ridge, gonna try to redo it a little and also fix the texture along the edge of the road.
As for the pump, I have a spec, but I have to work on it some more and also give it a glossmap as many of you has written and also ad some of the texturedetails in the normalmap I guess. Haven't experimented that much with glossmaps yet, have to dive in to that some more.
The house texture is tiled for some parts and i'm also reusing alot of the uv-space having uvshells overlapping eachother, the roof for example. My plan is to put different signs and details in the windows. I'm not gooing for superoptimization in this sceene, I want to concentrate more on making everything work togehter. The house is kind of the mainpeice so I wanted make it more unique, but if you have any tips on optimization and tiling, please share.
Evolyn: yes it was intentional, but maybe the yellow stripes in the middle makes it look like a two-lane road instead of a one-lane. Maybe its a bit to much aswell, I'm going to tone that down aswell when when i change the ridge.