here again. having abit of a problem and hoping somebody can help out. Below is the basic wall I currently have along with a reference picture of what I aim to replicate. Does anyone have any advice on what's the best way around achieving this result.
Thanks
334 Tris
Hey there, mate. Well... if i was you i would use two methods to replicate the wall from the picture...well....not replicate but the basic idea of "realistic" wall.
First: if you have Autodesk Mudbox or zBrush, try to make it a highpoly fence and then retopologiez.
Second: you can manually model the wall. It's not necessary to make it perfect. Just add a more polygons and try to deform it and then smooth it. Also make a heightmap for a better quality (not just for the wall).
As for the scene you could add a little fog, some bloom could work too (someone mentioned on this thread), water puddles...don't know.
I have a question also: How did you created the terrain? It looks pretty realistic. Did you tessellated it?
thanks, I cant say I am very familiar with Zbrush yet so that may prove slightly difficult. I think I might opt for changing the texture to something more readable and adding more polys any ideas on what a general poly count budget should be for an asset like this that will be instanced over the level.
As for the terrain I just used the unreal terrain editor and set three layered materials in the stack , first time in using it actually, I am really impressed with how well it works
Replies
Hey there, mate. Well... if i was you i would use two methods to replicate the wall from the picture...well....not replicate but the basic idea of "realistic" wall.
First: if you have Autodesk Mudbox or zBrush, try to make it a highpoly fence and then retopologiez.
Second: you can manually model the wall. It's not necessary to make it perfect. Just add a more polygons and try to deform it and then smooth it. Also make a heightmap for a better quality (not just for the wall).
As for the scene you could add a little fog, some bloom could work too (someone mentioned on this thread), water puddles...don't know.
I have a question also: How did you created the terrain? It looks pretty realistic. Did you tessellated it?
thanks, I cant say I am very familiar with Zbrush yet so that may prove slightly difficult. I think I might opt for changing the texture to something more readable and adding more polys any ideas on what a general poly count budget should be for an asset like this that will be instanced over the level.
Cheers
As for the terrain I just used the unreal terrain editor and set three layered materials in the stack , first time in using it actually, I am really impressed with how well it works