Software:
Maya LT
substance designer
unreal engine 4/marmoset 3
speedtree maybe....big maybe
Questions:
Does scale need to be reduced?
Do I need to do more set dressing?
Anyone know any stone column tutorials in substance designer?
This is a diorama I'm going to working on. Feedback appreciated.
Mood lighting reference / vegetation reference. Will have to dig for extra reference.
Replies
UE4 blockout
Questions as follows
1. Is ground texture scale working?
2. Do I need to do more set dressing?
3. Anyone know any stone column tutorials in substance designer?
I would exaggerate the scale of the building. Definitely make it taller that way when you look up at it in first person it will feel like it's looming over you. I'd also expand the rock either side of building so it fills up more space in the screen. This will make it easier to check your scale and look of the diorama as the sky won't be leaking into the frame. You may also want to create a rock set (3 or 4 variations of rock) and create the cliff face out of these rather than one unique rock piece.
Don't worry about finalising the set dressing, just work up your block out and gradually turn these into your final assets.
Hope that helps!
Hi would texel density be a problem at that point? Since it would occupy 90% of screen in FPV view?
Working on the dirt texture. Was hoping on feedback on how I could improve the Normals. Have reference posted below.
Small update
Anyway, I agree - I think it would help to get some more structured geo in there for the rock wall areas.