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Moss Clumps

Hey wonderful people of Poly Count.

So I'm working on these moss clumps for a project.
I'm doing something along these lines:
http://ww1.prweb.com/prfiles/2011/09/27/8839861/cushion-moss-large-clumps.jpg

The problem is, whenever I make a little clump it really just looks like a green rock. It doesn't have that fuzzy factor.
When I use alpha cards, it ends up looking like a green rock...with twiggies sticking out of it. I used fibermesh to get an interesting normal map, but it still basically looks like a green rock.
I've also tried just stacking up groups of alpha cards, but it doesn't have the mass to it that I think it needs.

Please help? I'm not really sure how to go about this. It's going into Cryengine (which I'm really not familiar with) and it has to look super realistic. Any suggestions would be very much appreciated .

Replies

  • Vailias
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    Vailias polycounter lvl 18
    Not sure what CryEngine's shader system looks like, but perhaps you could try a parallax mapped/relief mapped, texture version combined with some form of subsurface scattering or a different lighting model to get that softer light feel of the transmission and reflection from all the layers of moss.

    Otherwise yes you could do a ton of alpha cards.
  • snow
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    snow polycounter lvl 8
    Link seems dead for me. I agree that pom would work wonders if it's the type of moss I'm thinking about. I suggest this thread be posted/moved to Technical Talk.
  • D4V1DC
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    D4V1DC polycounter lvl 18
    snow wrote: »
    Link seems dead for me. I agree that pom would work wonders if it's the type of moss I'm thinking about. I suggest this thread be posted/moved to Technical Talk.

    Copy and paste, best of luck with it lindsay.
  • KartoonHead
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    KartoonHead polycounter lvl 4
    POM can do some amazing things with terrain textures. Load up the forest map that comes with CE3 Sandbox and hide everything but the terrain, check out some of those flats!
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