Hey everyone,
If you take a look at my website, you'll see that I have no outdoor env, so this is my first one. I have been working on this environment on and off for a few months now and I thought that now would be a good time to submit a post for some feedback on my current WIP.
I still have to add in a few coconut palms, grass, rocks, and some assets that have been modeled but not brought into UDK just yet. For the final piece I plan to have a day and night version with lit torches and a small fire pit. The lights will also really help to add some color to the scene. I also want to add in some wind, sounds, and more particles to really make the scene come to life. Hope you all like what I have so far and I really look forward to hearing your advice, critiques and feedback.
Thanks everyone!
Replies
I also posted a WIP of a rock that I started today. I have browsed some tuts and the wiki on rock sculpting and this is what I have so far from reading on the different techniques and tricks. I am using Dynamesh which this is my first time using. None of the assets in the scene have been textured yet and lighting is still WIP but getting closer to a final look. Thanks!!
How would I go about making sharp cuts and angles in the rocks like in the images? I am fairly new to zbrush and when it comes to the brushes I do not know what is good for certain effects. So far I have used the inflate, hpolish and dam standard brush. I would be super grateful for some input on what I have so far and my environment. Thanks
There was a very good tutorial floating around here before, that would be useful to you.
Ill try find it.
found it. http://www.polycount.com/forum/showthread.php?t=110812
Fwap: Thanks for the link man. I'm surprised I did not see this in the wiki. I will definitely watch this tonight.
Thanks for the feedback!!
Great work njackson4190 on rocks i already seen them on eat3d forums but still great project
Critiques and comments welcome!!
Getting some more props around the bar area are going to sell it, can't wait to see the progress.
The seams between the planks of the bar top are quite dark and wide. Also, the planks should meet at the corner; instead, you have 2 planks meeting 3.
The Harmony is really good!
However, your des wood texture is really low-res comparing to the other assets.
And about the palm trunk, I'd go for something like this
It fits the concept a lot more than your current overtiled bark texture
Keep up the good work !
@Sebvhe: The texel density of the wood is much lower than the other assets. I have been meaning to get around to re-texturing it at a higher resolution but I have not got around to fixing it yet. That palm tree trunk looks perfect. I am going to make that instead of my current one.
I am not sure about the best way to go about sculpting it in zbrush. I was thinking that I could make a tiling texture in and apply that to the palm tree with a displacement map. I have three different palm tree trunks and sculpting each one independently would take a lot of time.
Any suggestions on a workflow for this piece?
http://7layerstudio.typepad.com/7_layer_studio/images/2008/06/30/palm_tree_trunk_blog.jpg
I have played around a bit in zbrush but have not quite got the look I'm going for. I'll post up some screenshots tomorrow evening.
So I'd go that way :
Either you find good photographs on the net or you do them yourself if you can. Then you create a tiling texture out of it. With this texture you should sculpt the big shapes quickly in ZBrush, just to have good general shape, without focusing on the cracks and little detail. Then you make the little details out of your texture using Crazybump or similar and then you merge your picture and ZBrush normals together.
Or, You sculpt the big shapes from scratch in ZBrush, make the texture tile and then add little details such as cracks in photoshop/crazybump out of various pictures.
But there must be other (better?) ways to do that kind of texture
Keep up the good job !
Researching for beach sand you will see that normally it hasn´t a cool shadow nor such hard transition between bright and dark areas.
I would say it is caused by the light scattering between the tiny grains.
Also normally some falloff happens on the sand.
My suggestion is get some of this effect somehow on your sand shader once it is one of the strongest features on a beach scene.
Just research a bit more and try to improve this sand if you want to spend some more time on this scene.
That by the way looks pretty cool!
I would love to see some short video with some bouncing leafs, ocean sounds and everything else that would happen there
http://liamtart.com/wp-content/uploads/2013/04/level_beach_1.jpg
@PogoP Oh yeah, I remember seeing this a while back when I started this environment. This looks really good. Did you model anything on the interior?