Hello,
this is my first scene. I know there's still a lot of room for improvements and a lot of stuff to do but I wanna take a break with the scene and I wanna go on with another project.
I've tried to recreate this house on the rock with 3ds Max, Mudbox and the CRyengine (and photoshop of course).
![30855728801492789031221.jpg](http://img6.imageshack.us/img6/424/30855728801492789031221.jpg)
I've tried to recreate this house on the rock with 3ds Max, Mudbox and the CRyengine (and photoshop of course).
Here are some pictures
![hotr.jpg](http://img843.imageshack.us/img843/7860/hotr.jpg)
![hotr2.jpg](http://img855.imageshack.us/img855/5118/hotr2.jpg)
![treeroots2.jpg](http://img96.imageshack.us/img96/2046/treeroots2.jpg)
![treeroots3.jpg](http://img710.imageshack.us/img710/3751/treeroots3.jpg)
If anyone could give me any kind of critics, that would be awesome.
Greetings
Replies
Here's a picture:
One question:
What is the difference between setting the normal map to object space or not? (3Point Shader Lite Material)
Will add the house as soon as possible.
Thanks for help or crits.
Greetings
I've added a few more objects to the scene.
Here are two pictures:
I appreciate any critics.
By the way... how can I change the oceans colour and opacity in the CryEngine?
And is it possible to make the viewport fullscreen to take better screenshots?
I know absolutely nothing about CryEngine. Wish I could help you more, it's something I'd like to learn soon.
First off, your texture density is pretty bad. Your rock texture stands out the most as being stretched out and swimmy. Are you using a tilable rock or is it uniquely UV'd? Also, the type of rock you are using should match the reference closer. It needs to be more porous, filled with holes and less like rock you would see in a mountain. Start with that, then try to layer color on top of it in Photoshop.
Your roof needs more texture detail as well. The ends of the roof need more alpha in them and could be exaggerated to showcase a better silhouette. The actual building structure isn't so bad, but the texture need to be more than just white with a noisy bump. Think about what material would have been used to create that, then keep that in mind when creating your texture. Let some visual interest show through. It doesn't need to stick 100% to the reference.
I like the tree quite a bit. I think you need to fill out the leaf cards some more though, and tone down the spec on it a lot.
For more info, hit up the Polycount Wiki. It's a great read and helped me a lot when I started out with Game specific 3d art 2 or so years ago. Keep working hard and keep making projects and you'll be amazed at how you improve.
I painted the rock in mudbox using stencil and projection painting with a rock texture. The same for the roof... Maybe this is not the way to go?!
Ok, I really need to work on my texturing.
Thanks again