Hey everyone, I'm working on a fantasy-based RTS game called Maestros, and I'd like some critiques on what I've got so far. I was given the task to make a tileable wall mesh thats got a hand-painted look but still has normal map detail. It's supposed to look similar to the zhangjiajie mountains.
Heres what I have (still working on the highpoly sculpt):
and here's what it looks like tiled:
Also, is there a technique where if you have two tileable meshes side by side, if you modify one the other is modified too (like an instance copy) but in a 3d package? because it's still kinda obvious where the tiling seam is and I'm not sure how to correct the entire seam without manually moving a copy of the tile over to check each time I change something.
Any feedback would be appreciated, thanks!
Replies
As for replicating the look of the mountains, you're probably better off making sure that you have a poly model that really nails the shapes of these mountains. Then have relatively flat texture with cliff-type normal map on it without too much depth and detail.
Something like this:
okay I tried to sharpen the edges to make the rock look more "flaky", and i also took out the two big shapes that would give away the tile. working on putting the scratches and dents back
what it looks like tiled:
update
retopo is kinda difficult. how are you supposed to know which edges to create? it almost seems arbitrary...
its 700 tris, with the backside left open
calling this done
Basically you've got lights and shadows coming from all directions and edge highlighting in strange places.
If i can suggest you might be able to use an object space normal map's green channel to get some sort of directional lighting informations as a base to paint on.
I'd also lower the use of black in your texture, it gives a heavy feeling and kills in-game light most of the time.
And of course use reference, always more reference!
I basically switched my track to emulate her style to the best of my ability. Due to crunch and the fact that my art director was satisfied with my piece I unfortunately have to move on to my next project.
spec
gloss (added to the alpha channel of the spec map in a 32-bit TGA format)
normal