Looks pretty good so far. I think the pillar shape is quite different then in the concept, but that's understandable seeing as how obscured they are in the concept. The ice cycles could probably also bled in with the stone arch a bit more (they look placed as opposed to organically formed atm). Past that though you seem to be on the right track.
Looks pretty good so far. I think the pillar shape is quite different then in the concept, but that's understandable seeing as how obscured they are in the concept. The ice cycles could probably also bled in with the stone arch a bit more (they look placed as opposed to organically formed atm). Past that though you seem to be on the right track.
Thanks man. As I progressed through the project there were a lot of I things I found I could get creative with since the concept didn't offer a ton of detail in some areas. Thanks for pointing out the icicles too I definitely agree, I'll get on that!
Still been chipping away at the scene. Lot's of tweaks and iterations but all in all starting to come together! Should probably show some breakdown stuff but if anyone is interested let me know
Great work on this, its looking nice. My number once thing I noticed straight away is the differentiation in texel density on the far arch trim comparing to the rest of the environment. To me it looks a bit low rest comparing to everything else and sticks out Maybe its just me though
Great work on this, its looking nice. My number once thing I noticed straight away is the differentiation in texel density on the far arch trim comparing to the rest of the environment. To me it looks a bit low rest comparing to everything else and sticks out Maybe its just me though
Thanks man, quite funny you said that because I actually just touched that up right before checking on the thread haha, I appreciate the feedback though. I think I saw your recent scene on art station yesterday, really awesome looking stuff btw!
Worked on some particle effects including a snow panner that blows over the surface of the landscape.
Haven't really done any breakdown shots so I thought I'd share some stuff I've been working on. The goal was to make snow that blew over the ground and followed the flow of the landscape. This was done by duplicating the landscape and applying a translucent material that was masked out with some sort of greyscale mask (I just blended a cloud and dirt texture in designer). A panner was applied to the mask so it could move over the terrains surface. This would sit just a top the landscape to give the look of snow blowing over it! (I promise it looks much cooler in motion)
Another cool trick for the falling snow particles that helped reduce it's particle count whilst keeping the amount of snow look the same was to use a dirt/noise mask for the particles. It creates the illusion that a lot of snow is falling since 1 particle in the emitter looks like 50 or 60 because the mask. Also, instead of putting the snow emitter over the entire scene, you can just put it over your camera to fake it a bit - like when someone's on your roof throwing fake snow out your window. I took the particle count from about 50k to 200 doing this.
Credit to Aaron Winnenberg for helping me with many of these things. These are some tips I couldn't really find online so hopefully someone can benefit from this.
Replies
Great work on this, its looking nice. My number once thing I noticed straight away is the differentiation in texel density on the far arch trim comparing to the rest of the environment. To me it looks a bit low rest comparing to everything else and sticks out Maybe its just me though
Worked on some particle effects including a snow panner that blows over the surface of the landscape.
Haven't really done any breakdown shots so I thought I'd share some stuff I've been working on. The goal was to make snow that blew over the ground and followed the flow of the landscape. This was done by duplicating the landscape and applying a translucent material that was masked out with some sort of greyscale mask (I just blended a cloud and dirt texture in designer). A panner was applied to the mask so it could move over the terrains surface. This would sit just a top the landscape to give the look of snow blowing over it! (I promise it looks much cooler in motion)
Another cool trick for the falling snow particles that helped reduce it's particle count whilst keeping the amount of snow look the same was to use a dirt/noise mask for the particles. It creates the illusion that a lot of snow is falling since 1 particle in the emitter looks like 50 or 60 because the mask. Also, instead of putting the snow emitter over the entire scene, you can just put it over your camera to fake it a bit - like when someone's on your roof throwing fake snow out your window. I took the particle count from about 50k to 200 doing this.
Credit to Aaron Winnenberg for helping me with many of these things. These are some tips I couldn't really find online so hopefully someone can benefit from this.