That last shot with the entrance looks brilliant, imo. Very epic feeling, I just wanted to know what's inside *g*
Huge and massive stones in the rocky parts, that tell a story already - great stuff !
The earlier (in the video) stonework ruins part still looks like it won't hold up against a tiny windblow, to me. It looks so fragile how the stones are placed on top of each other and not really weathered, aged and prepared to resist the force of mother nature. I don't know, that's just my feelings when I compare it to some "medieval ruin" pictures that I came across.
paroxum, it's the 2nd method, except I used textures for the mixing of the terrain layers. I used MentalRay's terrain blend shader to give me some falloffs of shear edges and high areas, I painted some of it in ZB with 3d painting.
The large rocks that aren't the mountain use upZ in the world to place grass, and I can add or subtract from that using vertex color.
paroxum, it's the 2nd method, except I used textures for the mixing of the terrain layers. I used MentalRay's terrain blend shader to give me some falloffs of shear edges and high areas, I painted some of it in ZB with 3d painting.
The large rocks that aren't the mountain use upZ in the world to place grass, and I can add or subtract from that using vertex color.
What do you mean they use upZ? Is that part of the shader (I'm guessing, since you are using vertex color)? Could you please explain this? THanks.
Sorry dtshultz that was a terrible way for me to describe it, I basically used a scaled and biased dot product between the objects normal and the world Z Axis to generate a mask between grass and rock. So normals facing up get grass and everything else gets rock. A lot of people use this technique to apply snow or other layered materials.
Sorry dtshultz that was a terrible way for me to describe it, I basically used a scaled and biased dot product between the objects normal and the world Z Axis to generate a mask between grass and rock. So normals facing up get grass and everything else gets rock. A lot of people use this technique to apply snow or other layered materials.
Sounds pretty cool. Thanks for the explanation! I will definitely have to look into that.
Hey Jordan Sweet stuff all around. regarding the bokeh effect? Is that just post processing with something like dot product between lens flare and camera?
Sorry dtshultz that was a terrible way for me to describe it, I basically used a scaled and biased dot product between the objects normal and the world Z Axis to generate a mask between grass and rock. So normals facing up get grass and everything else gets rock. A lot of people use this technique to apply snow or other layered materials.
would you mind if we could see an example of that setup?
Replies
Huge and massive stones in the rocky parts, that tell a story already - great stuff !
The earlier (in the video) stonework ruins part still looks like it won't hold up against a tiny windblow, to me. It looks so fragile how the stones are placed on top of each other and not really weathered, aged and prepared to resist the force of mother nature. I don't know, that's just my feelings when I compare it to some "medieval ruin" pictures that I came across.
Here's some content screens
textures used for lens flare
pulled back shot of scene
wireframe of one sections (Lots of polies I know, efficiency wasn't really one of my goals during this )
diffuse texture shots
lighting only
Is it atlased superbig map + baked sculpt normal map, or just vertex blended rock/grass tiles + nrm +ao (in which case the result is simply amazing)?
The large rocks that aren't the mountain use upZ in the world to place grass, and I can add or subtract from that using vertex color.
What do you mean they use upZ? Is that part of the shader (I'm guessing, since you are using vertex color)? Could you please explain this? THanks.
Totally! Quite often it looks better than the actual, lit level!
Sounds pretty cool. Thanks for the explanation! I will definitely have to look into that.
would you mind if we could see an example of that setup?