Hello,
I am doing this small environment for fun.
My objective is keep the total polycount and textures as it was for a mobile project. Nothing defined at this moment.
There are some screenshots.
I gonna use some planes to increase the number of foliage at this scene.
My main problem at this stage is the floor texture. I am not sure about using one texture with all three ground textures and increase the polycount to do the proper tiling, or using several tileable textures and leave a low polycount. It would increase the number of materials on the scene though.
What would be the best option? Or at least in what case I should use each option?
And as usual, feel free to comment about anything...
Replies
Could you elaborate on that? I'm interested to see how this turns out and what are the best methods to use on the groun on this scene so I'd love to know more about your approach. You mean using several textures and blending them via vertex paint?
But I still not sure if I gonna put that scene at Unity or Unreal mobile.
This is another screenshot from max, Iv
The tiling on the trunk does look too small, and pixel density is noticeably different...but you already mentioned that.
You have a little bit of bleed on the outside of the tree texture on the leaves.
Having thicker ropes on the hammock would be good...its to skinny and it doesn't read well currently.
This looks fun!
I tried some new rocks but they still looking crap...
gsokol: About the bleed on the outside of the trees: I believe that it is a max issue on the viewport, there is no real reason for that on the texture. Let´s see if still like that on the Game Engine.
I am back with this scene. I´ve done a lot since my last post, sorry for not posting it...
I got excited with some scripts studies, but I realized that it is not for me. Although I´ve done some progress...
My main Idea was only a static scene, I think I went a bit further...
Please leave any feedback. Please go easy with bugs, once I am not a programer. :poly124:
This is the link for unity web player (it require an instalation of a plugin)
Those are the main textures I used:
Fabio
The wood color on the sign and the planks doesn't match. They don't have to. But the sign just looks out of place.
The character seems not as polished as the scene does.
jeffro: this sign wood uses the same wood texture and shader I used on the rest of the wood around. Maybe it is just the light position.
And this character wasn´t supose to looks like that...I tried diferent shaders, but noone worked.
Maybe this image helps:
http://www.fabiobrasiliense.com/3d%20characters/rhino.jpg
Maybe the light on his texture doesn´t match with the scene...
BTW I am thinking in turn of the directional light and make the scene 100% self ilumination. Unity lights awlays looks bad for me. :poly118:
100% Self illum would be cool. You'll have to rework textures though.
I´ve done some small changes as requested. I hope now looks better.
Now I think it is time to move on...I am already happy with the result. :poly124:
Link for webplayer
The latest weblayer file has only 1,16mb! Almost a .jpg image...cool
Some latest screenshots:
I´ve included a polycount image on that, but noone found it. Maybe it was a bit hard... :poly124:
But anyway, feedbacks are welcome!