Just a little thing I'm working on atm, for a "single building" deadline at uni.
I'm going to make this into a full environment (hopefully a snowy one) in the new year once the current deadlines are dealt with. If any of you guys have some ideas of extra details, cool features or anything at all that you think might fit the theme then please do suggest it I've got plans to add a small rowing boat stored at the side, some largish fishing nets draped around the balcony/standing poles area, that sort of thing, plus obvious stuff like pine trees, bushes, grass and the like.
Anyway here's some screens:
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Aside from that i love it. You might want to slap som AO on the texture however. Not a whole lot, just to make it moore intresting and give the logs a bit moore depth.
Yeah, that is how they build them. Here's a good close up of how it looks in reality:
Obviously there's a sliver of log between each intersection in reality, but it's so small that its obviously not feasible to put that into a games model just for extreme close ups
As far as AO between logs goes, I can't really do that because the entire building uses repeating textures and blend layers.
Second UV sets aren't supported in CE3 as of yet.
Vertex Colors I'm not sure on. Vertex Alpha is already being used for the blend layer, but I haven't been able to get both that and vertex colors for shading to work at the same time. I don't know if that's because I'm doing something wrong, or because the engine doesn't support it (not a great deal of documentation on things like this), but I'll continue to look into it.
You can use Vertex colours of course (aslong as you enable them in the material params) it may be worthwhile using a technique to bake the AO information into the vertex colours to give the logs some extra POP.
http://wiki.polycount.com/AmbientOcclusionVertexColor
Ah, great link thanks Scott. Got it baked to the vertex colors now in Maya, hopefully I can get it working now
The stones/pebbles issue will be added to the tweak list immediately! I'd been thinking that a bit myself, but I wasn't sure if it was just me being a bit paranoid so I thought I'd see if anyone else mentioned it, but now you have I'll re work them a bit.
Could you elaborate on what you mean by the small scale looking rocks in the distance? I'm not too sure what you mean, but if you can elaborate a little I will make sure to take another look.
Thanks for the crits and kindness, much appreciated.
Add a little bit of fog too, always helps adding a bit of depth.
Vegetation is looking really good apart from the trees, the tree trunk is way too thick and should be a bit more organic, and they should also be a bit bushier, add a few more leaves planes on there, it will look better.
Also, there's some discrepancies in the materials brightness on there, it might help to add a environment cubemap and tweak the materials from there.
overall, great work.
All added to the tweak list, thanks
Regarding material brightness discrepancies, what specifically jumped out at you? Would be helpful as a starting point for fixing it
Will get on those right away, thanks for the heads up.
Love it!