I've wanted to do a complex scene for a long time and I found this online which I think will work well.
How would you guys go about establishing proportions, scale, and the terrain? I have Zbrush, Blender, and Substance to work with.
I have done individual buildings before but nothing like this.
The polygon count and texture detail are going to be kept pretty low. I am going to have enough going on just with each of the buildings to try for more.
Replies
My first attempt at getting the ground terraces figured out.
81k polys and counting.
I think I want to shoot for something like this for overall style.
I think because of the way I am building this, I can get away with a lot of reusable modular UV map sections.
Anyway I know this is a really bad first look, but I would like help. I used planar projection just to help me see the texture.
My original plan was create a map, divide it into sections, and UV map all the similar polygons into those sections. Unfortunately the roof section needs to be tiled, because there aren't enough in the image to make any roof have enough beams.
Do I need to make a massively repeated image, or is there some other trick? Every polygon is going to need a different number of repeating tiles to get the scale to look right.
I dont think I am going to be able to get away with just a texture for the roofs. They have very distinct 3D silhouettes and the texture just isn't doing it justice. I think the scene poly load is about to skyrocket, but I dont know of a better way to do it. This might make the need for a heavily repeating texture moot, but I need to learn the texturing skill anyway.
Then again, the concept has no pattern at all. What would you guys do?