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Hi PC,
I started by doing the "post office", which is the center building in this shot. Then wanted to do an environment for it.
The original building is a concept by Sidxartxa. Rest is just stuff I made up.
It's still WIP, vegetation is just a gradient except leaves, which also has an alpha and normal.
Next step is to create a building for the lower left corner, perhaps a tavern, as a friend suggested, and blocking out some other views as well. Then filling in stuff that it looks a bit more lived in.
I wanted to start this thread for keeping track of my progress, and for you guys to be able to tip in with feedback early, as it has always been very valuable in other cases
I'm going for something simple, where most textures are a flat or a gradient, with subtle details - at least as it is now
Any and all suggestions and feedback are very welcome.
Replies
Overall i really like it.
Lovely stye.
Thanks a lot, both of you. It's very motivating for me to hear!
How create do you guys go with lighting outdoors? I SHOULD be sticking to just the sun, but many areas are so dark, im thinking of cheating - just afraid it will be too visible
Or maybe it will help when I do a lightbake that isnt very low settings.
Now the sexy tree trunk texture is also visible
It's just a wip/test texture, for the people wondering
Looking at it now, it actually became worse since my last update..
I just really enjoy looking at it, as others already have stated "great mood"!
Only the trees look at bit billboardy.
Thanks a lot, Carabiner. I also wasnt sure of them, but felt I needed to add some blue to the grass. Perhaps a simple flower would have been better
Thanks!
Thanks!
Thanks a lot, Floon, thats great to hear
I absolutely agree. It looked better on lower bake settings But my computer isnt exceptionally strong, so baking this environment took me 2,5d on production setting, even with production size lightmaps, so I simply dont have the patience to tweak it. Ideally the trees would have much much less of a shadow gradient, and the grass would blend more together, to create more of a soft sheet of color, just like you say
Yeah you are right, that one specifically pops out. Thanks!
Thanks a lot, clinington. Oh yeah, think it still is in "t-pose" :P
Thanks a lot! Do you have any tips on how to make them less so?
I struggle to keep a fluffy silhouette while reducing billboardsness.
http://wiki.polycount.com/wiki/VertexNormal
http://www.scriptspot.com/3ds-max/scripts/normal-thief
And thanks for the vertex normal links. I am using it on the trees (unless it broke somewhere) but I think my main problem with it is the ambient occlusion effect on them, when the lighting is baked. Perhaps I can reduce ao in the shader? Or how would you suggest I do?
aaronmwolford Thanks a lot, Aaron, that exactly the mood I want to convey
All these comments gives motivation to work on it again, hopefully I can get time in the coming weeks to apply all your valuable feedback
Incredibly shitty textures