Young can achieve that by using environment probes and by giving them a sorting order- like layer in photoshop and of course you need the right settings.. As he said here (and please correct me if I'm wrong with this) or on the crydev forums he used a custom ssao to gain that 'feeling'. Can't say it often enough: quite a wonderful job!
synergy11: Thanks! I pretty much hp modeled everything in 3ds max. Sometimes I imported a texture to a plane in 3ds max and then shaped the geometry after the reference picture. I then made some interesting shapes (bend, twist, ffd) to get enough variety. If i needed more detail I imported the object to zbrush for some sculpting. Then I rendered everything to a plane in 3ds max.
For one of the bushes I used fibermesh i zbrush to generate leaves to some smaller branches. I didnt use speedtree or xfrog.
I will try to cover this as much as possible in the breakdown
Without even knowing it I kind of made a tutorial about doing something similar. :poly121: talk about weirdness xD
Hey, I'm happy to announce that a breakdown will be able in the next vertex. Since its a pretty large project I will try to cover the overall thoughts and workflow.
Meanwhile a high-poly render of one fir branch I baked down to a plane and used for the trees.
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This is looking really insane man! Super amazing lighting and quality!
Absolutely loving the materials!
Quick question:
Did you separate your interior from the outside using a VisArea? How did you achieve the interior lighting?
Awesome work man! Very inspiring!
Cheers!
Without even knowing it I kind of made a tutorial about doing something similar. :poly121: talk about weirdness xD
Meanwhile a high-poly render of one fir branch I baked down to a plane and used for the trees.
Sweet, I thought it would be. Really looking forward to that. Congrats