I've been doing some testing lately : - I've implemented custom lighting model for meshes and terrain in order to get consistent shading when using static meshes on terrain : you can hardly make the difference between terrain and rock models. - Added Rim lighting to meshes and terrain : this seems to add a lot to the scene…
Looks a lot better :) Main thing I would point out is that your beach looks unnatural. Beaches tend to slope from the mainland a bit then even out to the water beginning at the point where the tide is high (because the tides wear away the sand.) This also goes for underwater. The terrain just below the water line should be…
I think you're being hesitant about adding big, fat details to the model. You did add cracks and some highlights, but they're so tiny that it still leaves the asset as a whole feeling flat. Be big. Be bold. Over do what you think is big already. Handpainting is just straight up painting like a concept artist or an…
Rocks! I've exaggerated the scale of the rock walls compared to the reference because rocks are awesome, but I do intend to cover them with a good bit of foliage to balance things out.
Hey Rarendipity! I like the blockout, although I would pick a better shape for the cliffs, maybe do large boxes to represent rough rocks? It's kinda noisy with the small boxes too. Other than that I'll keep an eye on this. :)
arvinmoses that's amazing! Looking forward to using this a lot! Working on a more realistic rock smart material. Works best on rocks with lots of crags and crevices. Rock model is my own this time.
The ambient light that the lava gives off would be bright on the rocks. For the most part that is your darkest part of the rock. Maybe try to incorporate more of the light from the lava onto the rocks.
Another update on this one. Added more rocks underneath, with less rocks sicking out. Changed the sizes of the rocks, adding more smaller ones around. This is definitely a challenging one to nail down.