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?
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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?
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.