Hi! I am working on a new environment inspired by Greece culture.
In my previous work, I have tried to model and texture everything by my self. But this time I want to use as many premade assets as I can and focus more on the hero prop and unique assets to push visuals
I want to create a mid-side level for a 3rd person game, you will be able to walk
Right now I am using a majority of assets from a "Boy and the kite" Demo by epic
Quick scene sketch and reference images
Wa
Walkable area
For now, I am just blocking out the level and trying to come up with interesting composition and landmarks.
This time I want to post a much as I can so you guys can give me feedback
Thank you!
Replies
I was recently on holiday in Greece and I want to include some things that stuck on to me.
For example the thyme (the pink/purple flower) it was absolutely everywhere and fortunately in the "boy and the kite" demo the already is a similar plant, so I might just tweak the color and leave it as it is
Photos I have taken in greece
Or small "forest" in the middle of nowhere.
I still have some photos of plants so hopefully, I will be able to add them to the scene
There are some WIP screenshots
Everything is hand sculped
Could you tell me how are you doing those destroyed elements at the top of the ruins? I mean what is your workflow for destroyed parts. Are you just unwrap destroyed part and add tiletable texture and rest of the asset is trim/tiletable? Or is it whole unique uvunwrap object?
And then I am using some noise for small surface details..
Also, I have found these awesome alphas.. These are just wonderful
http://archive.zbrushcentral.com/showthread.php?193982-Damaged-Marble-Pillars-including-resources
I often just decimate the model.. doing a retopo by hand is just too timeconsuming and not worth it for a project like this.
Then I just texture it in Substance painter. On the screen, you can see I have one damaged block and then I have one basic weathered block. and it is just copied and mirrored so I can you 1K map for whole top ring
Thank you very much for sharing your workflow. It is very useful to me.
I'm using those alphas too, they're amazing
Currently I am dealing with some problems with a foliage and particle system.
1. I am using grass from Epic demo (A boy and His Kite) and one of the grass types is causing a black flickering issues
I have found a discussion on google and this supposed to be fixed by changing boundary distance.. but it does not work in my case..
interestingly in this object editor the is no flickering. Anyone had a similar issue?
2. Particles draw distance // Fixed! (Draw distance need to be set up in Exponential Height fog actor)
I am using a simple volumetric material and particles to create some volumetric fog
In particle editor the is a draw distance setting and it is set to 500 units. when I lower it works. but increasing it doesn't work. So I cant use the fog in the distance because it disappears in about 500 unit. (The are no LODs)
The same pretty much applies to foliage which stops rendering after a specific distance. I have found a console command "foliage.MinimumScreenSize" which works but stops at the same distance.
Is it a limit of the engine of am I doing something wrong? Thank you
Left = Original / Right = scaled
https://www.artstation.com/artwork/QzDexB
[url]https://www.youtube.com/watch?v=U7k3BrYl4ak[url]