I figured I could start a thread for this instead of continuously posting in what are you working on.
I'm still working on this and I've just now placed some grass meshes and generic foliage. I still need to get some junk growing on top of the ruins and I'd like at least a couple more larger plants.
Can I ask, how are you doing your grass? Decolayers? How are you personally fixing the whole "pitch black on backside" issue you normally get with grass?
Would you mind explaining that part a bit more, perhaps just a screenshot of your nodes? I'm trying to think of how you translate a position into a vector that can be used as normals?
(sky moving, sun setting, transition of time/day etc?)
edit: Also looking forward to this one , probably should had mentioned that
Edit - One thing that sticks out to me is that those stone steps look really blobby and look like they're made of clay. Needs some harder edges!
Seforin, I'm going to probably make a better sky (static right now) no transitioning time of day, I like the baked shadows/indirect lighting
PogoP I agree about the softness of the stairs, I should harden them, I just need to figure out the easiest way without remodeling
About your stairs, I've found that the Zbrush Trim sets can go a long way. (ex: dynamic Trim) If you are working in Zbrush Layers then backtracking should be easy enough.
Trim Front is also really good for creating nice contrast between smooth and damaged stone.
This could just be because of the vignetting effect, but the shots feel a bit "underexposed."
Is that geometry in the background. ie the mountains?
I hope you're able to help!
Edit: p.s. way to crap all over mine! /sadface =[
Just a quick question, how are you going about constructing this? Is it brick by brick in UDK or modular wall 'segments' duplicated around the place, or something else entirely?
Only thing by way of critique I have is the bricks look a tiny bit too soft, similar to the how the stairs used to look. But it could just be the depth of field/lighting.
This is looking great! Looking forward to seeing more. Thanks for sharing that last bit. I'll have to see if this type of shader network is used in the new engine demo, so I can grab it.
Also, the scale of the moss feels off. Less dense on the right side of the top of the stairs then other areas while overall the scale of the noise common with moss feels too large.
those last 3 shots look like photographs !
Are you planning to do anything more with the ledges on the right? Maybe some trees and bushes growing on the top and a dead tree hanging over?
I agree the fog starts to abruptly and the distance stuff doesn't look quite right yet, although I'm not sure what to do. The mountains are modeled and I have some forest billboards.
Lighting is just dominant directional for sun, then environment color+ subtle soft directional light facing down for everything else.
moss is meshpainted and the scale is a bit busted right now, all of the stone uses the same material so I need to make some instances where I scale it for different size objects
Right now I'm just trying to decide where to stop with this, I want to mesh out the natural path areas some more and I may add some structure inside the mountain but not sure how far I'll take it.
I feel like there need to be a greater color depth to the vegetation, the leafy bushes tend to desaturated at the top, which doesn't contrast well with the already grey surroundings. Not sure that's the root of it, but some glorious touches of color could pump this up significantly.
Looks great though, what lives in that cave?
<How did you get such epic lens flare and focusing effects?
Just built a lens flare with a ton of elements and mixing flare quad textures with textures aligned to the screen, so bokeh from dirt on the lens was fixed in place yet the mask that unhid it stayed around the lightsource and edge of screen.
Speaking of rock - those huge ones that the door/cave entrance is leading to - are they finished? It feels like they could get some loving by way of form.
Impressive environment though, looks very natural.
i do agree with some comments about the postfx, but i would just say they are only a tad bit strong (vignette, LF, etc.), it all still works, looks simple, and is absolutely gorgeous.