Looks great, lots of atmosphere! Could you give us an insight on how you textured those buildings? Is it a unique unwrap and textured in 3d coat or did you use tileable textures?
Yea I'm using a vert painted parallax material with a world aligned snow. So I mixed in a bunch of materials and applied to a pretty basic model, just a bunch cubes with a few bevels.
Great insight! Thank you for the effort. I have some follow-up questions. Does the snow shader also applies on the parallax materials or only or horizontal meshes?
Could you share with me what type of materials you used? It looks like bricks, old bricks with mortar, damaged bricks? And are these made in Substance?
Made the snow so it works on any mesh whether it's horizontal or vertical and can increase or decrease the amount of snow. Sure, it's a stone brick wall with mortar (1), same base but more moss and lichen (2), basic lichen (3), and mortar on its own (4). Made the stone wall through zbrush (sculpts) designer (secondary details and albedo) then alchemist for a small touch up. Lichen and mortar were made in designer
Really like the feel of this so far, trying to rack my brain for helpful feedback. Maybe your shot is lacking human scale reference. In the concept there are people everywhere so you know how big all this stuff is. I don't immediately know how big those kegs or sacs are compared to me so its harder to put myself in the shot. Even a door might help?
Made the snow so it works on any mesh whether it's horizontal or vertical and can increase or decrease the amount of snow. Sure, it's a stone brick wall with mortar (1), same base but more moss and lichen (2), basic lichen (3), and mortar on its own (4). Made the stone wall through zbrush (sculpts) designer (secondary details and albedo) then alchemist for a small touch up. Lichen and mortar were made in designer
hmm @barroz was there follow up comment can only see repeated post, let me know. Few materials been working at. will be working on implementing them better in engine coming days! For the meantime just working a tad on lighting, still a back and forth process atm and had a go at LUT.
Scene looks great so far but i'm having some issues with scale. That archway looks to be about 2 human heights tall but the windows are really small. Also the bricks/rocks in the walls were usually la lot bigger because it was easier to "cut" them like that and for structural reasons as well. But i'm no expert in medieval architecture so i might be completely off. Its just something that makes sense to me.
@teodar23 appreciate the feedback. so with wall i used this a reference point and tried to find a compromise between the concept. don't think you're wrong with it being bigger i personally built the texture from that. I planned to have some of the bricks, which have been turned into low poly, that I sculpted the wall from to be placed in some areas not too many but enough to get a variation. With regards to scale, i thought the window size was pretty close to the concept, how does it seem in comparison or maybe it's just my eyes haha. Still need to get better a sense of scale though, really struggle in that area.
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Could you share with me what type of materials you used? It looks like bricks, old bricks with mortar, damaged bricks? And are these made in Substance?
Sure, it's a stone brick wall with mortar (1), same base but more moss and lichen (2), basic lichen (3), and mortar on its own (4). Made the stone wall through zbrush (sculpts) designer (secondary details and albedo) then alchemist for a small touch up. Lichen and mortar were made in designer
Thanks a ton for sharing your workflow
Few materials been working at. will be working on implementing them better in engine coming days!
For the meantime just working a tad on lighting, still a back and forth process atm and had a go at LUT.