Wanted to do something similiar to the workflow Minos describes in this article http://www.thiagoklafke.com/modularenvironments.html so I decided to do a futuristic chinese fish factory !
So far I'm only using a bunch of trim sheets for the whole environment. Colors come from the vertex colors. Everything ist still quite WIP, but I'd love to hear your feedback :poly121:.
Replies
How are you achieving your pockets of atmospheric fogging? They're not uniform so I'm assuming you've made effects or possibly volumetric based fog?
Nice work!
-Jon
Awesome job! LOVE the colours / post direction.
Same here, definitely loving the shader. Great link too.
@Endfinity Jon:
Using planes with a fog texture + some particle effects. I set up the material for the planes in a way that you can paint in the color with the rgb and control the opacity with the alpha of the vertex colors.
@coots7:
Nothing too fancy, just the dx11 image based reflections:
@leleuxart:
Atm I'm multiplying a cloud texture over the spec to tell where puddles are and where not. I combined it with a "Object World Position", so that it's different for every instance. Probably should also multipy it with the vertex colors so that I have some more control over it, but it works quite well now anyway.
Needless to say I am really loving this. Great colours.
Sure, however I'm not really using a diffuse for most of the stuff in there. I wrote a little mini tutorial to show you what I mean:
So yeah, these are the flats (original textures are 2k):
Only using other textures than these for some of the props.