I think the albedo channel could benefit from higher contrast. Also mighth look into a little more roughness and normal variation to get the leaves to pop a little more. Right now it kind of looks like an old painting with a layer of dust on top.
Also, I don't know if this is standard stuff enviro people do, but it may be worthwhile to slap this material on a terrain in a game engine and see how it looks tiled. I wonder if some distinctive details like those three leaves forming a triangle shape might be a problem. Maybe with blending with other materials and whatever else is going on it's not a big deal, but just something to keep in mind.
I think the albedo channel could benefit from higher contrast. Also mighth look into a little more roughness and normal variation to get the leaves to pop a little more. Right now it kind of looks like an old painting with a layer of dust on top.
Also, I don't know if this is standard stuff enviro people do, but it may be worthwhile to slap this material on a terrain in a game engine and see how it looks tiled. I wonder if some distinctive details like those three leaves forming a triangle shape might be a problem. Maybe with blending with other materials and whatever else is going on it's not a big deal, but just something to keep in mind.
Thank you for your feedback, I will try to change that ! Thanks again!
I feel like you need to crank the normal intensity for the grass/leaves. Without the rocks, it looks far too flat. I think there also needs to be some variation in the grass colour. The leaves look pretty blurred as well.
I believe all of BIGTIMEMASTER's crits still hold true. Your material is still reading as very flat.
You should try and get a greater range of values and hues into your grass. In general, the normal strength of your grass can be brought up and your roughness map should be addressed as well.
Also, check out screenshots of Fortnite. Maybe that's not the exact style you meant to go for, but I think that hyper-colorful, high contrast look is kind of the thing you should lean more towards with stylized materials like this. Of course the important thing really is integrating the material into the rest of the game, but still I think it may be important for your portfolio work to try to get as much visual interest from the material as possible.
Hey ! Here is for now my last version. I'm done for now. Thanks again to everyone for your feedback. It was really appreciated! Here is the link: https://www.artstation.com/artwork/6a85mO
Replies
Also, I don't know if this is standard stuff enviro people do, but it may be worthwhile to slap this material on a terrain in a game engine and see how it looks tiled. I wonder if some distinctive details like those three leaves forming a triangle shape might be a problem. Maybe with blending with other materials and whatever else is going on it's not a big deal, but just something to keep in mind.
You should try and get a greater range of values and hues into your grass. In general, the normal strength of your grass can be brought up and your roughness map should be addressed as well.
https://www.artstation.com/contests/feudal-japan/challenges/51/submissions/33225?sorting=latest