Hey guy so I have started my next environment today and jumped into world machine to make my height map I also took topological data of an area actually in the Sonoran Desert to try get a more realistic environment. I have never seen an outside environment like this to the finish and this is for my portfolio so Im trying to be the best i can be with this. Also I will be applying to Rockstar North, seen as I live near by, once my portfolio is created and i figure a red dead redemption themed environment would be a good bet soooo
here is my first image for you anything to critique? no plants or anything yet just barebones landscape
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The stones in the background do look a bit wavy. They look more like cold lava. Or is this intended?
Do you have any reference you are working from?
Well its the actual area in the desert so I have that and I've got some references for the stuff I plan on doing as well such as plant life and some buildings also going to put in a train track.
I was things of doing rock formations as well and putting them into the rocky area to give some variation over there not sure if that will work out yet though
Also, A large outdoor scene like this, I am assuming you will use the foliage tool to paint all the foliage like this? Does the light map get divided by all of your grass clusters here? Foliage is looking great as always, cactus have a subsurface am I right?
I will be using the foliage painter yea but I'm using a dynamic light as my main light just now so I'm not using lightness with my grass and the cactus has a slight subsurface yea
ive been working on some mesquite trees
One comment: The rocky part where the tracks meet the sand and the rocks under the tracks look a little to different and dont blend to well. Maybe try matching the colors a bit more and finding a blend solution between the two?
@cmc444 I see your point I'm having trouble only having 3 materials to paint the landscape with I have the main rock one I use for the hills/mountainous area and smaller rocky areas a dirt material and a sand material how would you suggest I go forward?
Maybe use the dirt material with some added planes to help with transition?
Landscapes themselves already reserve some samplers so you don't get the full number that you might expect.
Apart from that you should be able to split it up like Clinton suggested. Or even make the background mountains meshes and only keep the landscape for foreground/midground.
How are you doing landscape mats -- those don't look procedural -- you photo sampling? Keep it up!
Also, you could channel pack three or four maps into one texture to save tex memory.
It's a bit of both I'm taking images into substance designer and editing them etc in there
I also would recommend you to box out your composition of your scene so that you can play with the lighting and plan the rest of your assets. Keep it up.
Maybe look at adding some dirt or sand coloring around the wooden boards and tracks. In the desert I would think the sand would begin to build up around those tracks and raised areas.
- I also agree with what @Nuclear Angel said about elevation.
- It would be nice if those tracks lead to something or someplace (a town or an station) or at least make them disappear between the mountains.
- I think DOF is a little too much.
- Overall suggestion, decide your main focal point and continue from there.
Keep rocking