Home 3D Art Showcase & Critiques

Limestone Cave Approach - Could use some advice.

polycounter lvl 5
Offline / Send Message
ncav polycounter lvl 5
Hey guys, I'm working on an environment for class, which aren't my strongpoint and am trying to create a limestone cavern very much in the style of this concept by Cecil Kim. I could use some advice on how I should approach the actual cave wall though.

I tried blocking it out with modular rocks that I sculpted then decimated for testing purposes yet it didn't look right. Would it be better to just just use tilable textures and some feature rocks for breakup or is there some alternative I'm missing? How would you approach it?

atlantis%20portal%202(1).jpg

Replies

  • sltrOlsson
    Offline / Send Message
    sltrOlsson polycounter lvl 14
    Look for real world reference pictures and try to identify what kinds of shapes and noise you need. You'll have a very fine rough noise where big chunks of cliff have fallen off for example.

    I would model the whole thing in Maya/Max/what ever and then setup a material to use angle/slope rules to decide where those different textures comes in. You'll probably need at least 3 different kinds of rock. Ceiling, wall and overhang textures that all tiles.

    It's a pretty huge task to do though.. I think that you can take away a lot from Mr Smo's Sea defense scene. He's using normal direction to put grass on top of the cliffs, what I described would do something similar but on the mesh normals and on a bigger scale.

    You could probably hand paint the different features if the setup of the material selection gets to big.

    Focus on the mid/far range details first and add detail after you got something you like.

    Everything man made would be "props" in this case.

    How much time do you got for this?
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    Cheer for the advice dude, I appreciate it. Yeah I have started to just sculpt out the sort of 'base' as one mesh then I will create unique rocks to add detail / break it up. That scene you linked is awesome, very helpful.

    As far as time goes not much time at all! This was actually a job for a different person in my group project, he's had a few weeks to do but he struggled and basically hasn't done it so I sort need to takeover. He's a real good dude but just had some things going on I think. Oh well shit happens haha. Thanks again man.
  • Swarm22
    Offline / Send Message
    Swarm22 polycounter lvl 15
    Take a look at the "Effects Cave" example map in Unreal 4 as well. It will help give you an idea of how to construct it.
Sign In or Register to comment.