I started this pillar some time ago and still trying to make it's design work. It's some sort of fountain with water flowing through it and maybe some foliage around. Not sure that I'll finish it or make an environment
Tried to clean up the pillar design, have an idea for a warframe like orokin location design but still not sure if I get far enough to make a separate topic for this... It looks way too stupid now, with lots of unnecessary shapes, might simplify it in the future.
Playing with some vertex blending techniques based on height and masks in UE4.
It uses 3 material sets, one vertex channel for all ground blending and it uses alpha vertex channel for puddles.
Material sets were made in substance Designer.
This vertex blending technique (UE4) helps to make vertex blending less obvious and less density dependent. I use Photoshop Clouds filter for the mask.
Here's a little someting that I'm working right now. I'm actually reworking my old model trying to balance the old design and adding a bit of surroundings.
the bakes are finished and you can check it out here: https://www.artstation.com/embed/14210768 However those are just bakes and I plan to texture it later after the scene geo is finished.
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It's some sort of fountain with water flowing through it and maybe some foliage around.
Not sure that I'll finish it or make an environment
Gonna polish it and make an in-game model.
Some process
https://www.youtube.com/watch?v=GJpmM5NOwnI
https://www.youtube.com/watch?v=orYBd-1vwQE
https://www.youtube.com/watch?v=P_UdsRvwrqM
It looks way too stupid now, with lots of unnecessary shapes, might simplify it in the future.
https://www.youtube.com/watch?v=95VYhr33XcI&feature=youtu.be
still in progress, and I decided to go with the winged one.
Keep up the good work!
and render from toolbag 3. Luckily it eats high-poly models better than 2nd one.
I didn't bother with right material placement for now, more like a test render to see how it looks together.
Material sets were made in substance Designer.
https://www.youtube.com/watch?v=rauSgIPlXSc&feature=youtu.be
This vertex blending technique (UE4) helps to make vertex blending less obvious and less density dependent.
I use Photoshop Clouds filter for the mask.
I decided to go with right one, as it's something uncommon for what I usually do
I'm actually reworking my old model trying to balance the old design and adding a bit of surroundings.
the bakes are finished and you can check it out here:
https://www.artstation.com/embed/14210768
However those are just bakes and I plan to texture it later after the scene geo is finished.