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Pretty much ready to call this finished. C&C welcome.
OP ---
What up Polycount. I'm creating this piece with Rockstar's style in mind because their Toronto location is so close to me and they have junior positions open every once in a while. I've always admired RDR's setting so I'm making a desert environment.
Here's a general inspiration board
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The bottom left image is the scene composition I have in mind.
This Simon Barle piece is the level of quality I'm trying to hit!
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Here are some assets I've created so far.
Bushes
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Shrubs
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Rock x2
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I'll keep you updated. Cheers
Replies
Since last post I've overhauled all the materials. Rock diffuse is now generated by normal/AO/curvature maps, ground sand is now properly linked to the z-oriented sand on rocks, plants now actually use spec maps. New veg asset, and I also spent a blissful day making a custom skybox
However, I've headed completely in the wrong direction stylistically, falling into my natural habits instead of pushing myself out of my comfort zone. This is the last post that will have the super saturated colors, and I'm really gonna be focusing on references from RDR from here on out.
Right now the scene has very much an "assets sitting on a terrain mesh" look. Overhauling the ground material will improve this a lot, but I'd love to hear any suggestions or ways that you've fought this look in the past.
Thanks again for reading, see you soon!
Lighting and colors are updated and closer to their final form.
I did a lot of work on a rocky rubbley landscape material layer and didn't end up too happy with it. I'm going to try a plant litter layer next.
I'm going to put some work into the rock material's albedo layer because it's very simple right now. Any advice on how to sell these rocks more?
Long term plans are get some mountainous something in the background and one more foliage asset. See you all in two weeks.
Proper dirt mat and rock update coming soon. Cheers!
Something like this could work
Overall the scene is looking good
These are the main refs I've been following, planning on getting a lot more rock ground-cover in this scene.
I agree. Made some major changes to the rocks with this in mind. Thanks for the advice!
@Doxturtle
I've done about 8 or so sculpts trying to find a rock style that fits the scene. Currently saving the big rock for last as I think it'll be the most important. Thanks for the crit man!
Haha, I like that comparison. I put it on the list, thanks!
Oh, and I finally have a horizon line!! Background decoration incoming
New shrubs, threw the veg back on, made some rock mat adjustments.
Having the plants back in really makes the scene want for better ground materials or more ground cover. I plan on focusing the last vegetation asset on filling that hole.
Almost done!
Pretty much ready to call this finished. C&C welcome.
I still feel like the foliage and the ground aren't fitting in well together... Overall I feel that the ground textures could do with some polish, they don't have much detail in them right now and could do with some small scale details like gravel etc.
Also I'd like to know whether you have a dry grass like texture that you could use for directly under your foliage?
I feel adding some tree trunks would really help break up that emptiness in the ground height too
Discard critique at will but it's just what I feel I'd do to push this piece further.
Here are some references for what I mean
I definitely think the ground textures are the weakest part of this scene, so I appreciate the crit. I had a few ground things on my to-do list but I wasn't sure if they were important enough so I'm glad you mentioned. I guess it's time to just buckle down and learn substance designer.. I'm not sure if I'll apply that to this scene, or whatever I'm going to work on next. I might make a couple trees and trunks this week though. Thanks a lot Desmond!