How did you do the corners of the towers/walls in this pic (tower on the left):
I assume most of the asset is just a tiling texture, but the corners look unique. Is it an alpha or separate corner asset with a unique bake? I'm really impressed at the level of detail displayed here and would love any insight
How did you do the corners of the towers/walls in this pic (tower on the left):
I assume most of the asset is just a tiling texture, but the corners look unique. Is it an alpha or separate corner asset with a unique bake? I'm really impressed at the level of detail displayed here and would love any insight
Thanks for sharing!
Thanks^^!
Corners are done with alpha-blended decals. Something like this
It is created from unique textures, tileables or mix of both. Like unique normal map, but tiling diffuse/details ?
If there is unique texture, what was the resolution of it ?
It is created from unique textures, tileables or mix of both. Like unique normal map, but tiling diffuse/details ?
If there is unique texture, what was the resolution of it ?
Something like unique normal map+AO+gloss, but tiling diffuse/details. In CryEngine technology called "Unified detail mapping", more info you can find here:
Can you tell something about PBR workflow on new Cryengine ? Where to put AO maps, and how works reflectivity map ? And do I have to stick with values with this reference board that guys from marmoset toolbag posted ? Just quick briefing.
Great work, indeed. The tent looks stunning.
It would be interesting to look at the concepts you started from, if maybe they are shared anywhere as well. How detailed they were and how much interpretation freedom is given when modeling.
Replies
Thanks! Glad that you like it.
Thanks))!
How did you do the corners of the towers/walls in this pic (tower on the left):
I assume most of the asset is just a tiling texture, but the corners look unique. Is it an alpha or separate corner asset with a unique bake? I'm really impressed at the level of detail displayed here and would love any insight
Thanks for sharing!
Thanks^^!
Corners are done with alpha-blended decals. Something like this
http://docs.cryengine.com/display/SDKDOC3/Using+Decals+for+Destroyed+Structures
Shame Ryse wasn't released on PC too.
Thanks)! I prefer PC gaming too, so agree
Thank you!
Thanks!:)
Thnx!
2. Pinned all of it.
3. Saved all images offline incase of internet goes down 4ever
4. Seriously great work man
The details in the the first two props are great, the sense of construction.
Would love a little more in depth tut or video on this if you wouldn't mind making one?
It is created from unique textures, tileables or mix of both. Like unique normal map, but tiling diffuse/details ?
If there is unique texture, what was the resolution of it ?
Something like unique normal map+AO+gloss, but tiling diffuse/details. In CryEngine technology called "Unified detail mapping", more info you can find here:
http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping+in+Cryengine
.Thank you. It was a pleasure to work with your concepts. Cool design!
It would be interesting to look at the concepts you started from, if maybe they are shared anywhere as well. How detailed they were and how much interpretation freedom is given when modeling.