Really stellar environment, loving everything I see here, from lighting to the materials. The set dressing is really effective as well, congratulations! I really want to emphasize how much I'm really loving this lighting, I can feel the warmth and the cozy vibe of a small village. I like how you controlled how dark the…
on almost every environment I have worked on it was 80-90% tiling textures and tiling trim sheets. it give you a cohesive feel to everything in the level using a set of textures, and for things like damage or whatever, have tiling damage textures that you can vertex blend in with the addition of a mask to break it up. not…
Usually prefer not to reference my own work, but I'm not finding a lot of good examples with maps posted. I used 3 textures for everything in this set: A 512 tiling stones texture for the walls, a 512 x 1024 trims texture, and a 1024 square for "details". We were on a really tight budget for texture memory, so I had to get…
Good feedback everyone, thank you. Visceral: You're right, that's the first technique I'm going to try for the terrain. Supermasks and packed multi-textures+super normal map covering the whole terrain. It's the first time I'll be doing that way, so I'm going to learn all that. mkandersson: I will surely make huge ass…
Hey there, I did another paintover to show you where you could save space. The entire wood roof-supports are using the same texture so you should have them all share the same space. You can also dual purpose this support texture as trim. If you were to put the roof support in-between the wall and roof tiling textures you…
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
Good evening. I am trying to blend a Normal Map Trim texture that is on a different UV channel (Channel 2) using DeriveTangentBasis. My main tiling normal map is on Channel 0 and Light maps are using channel 1. I was following the info here using the new Derive Tangent Basis Node for my Trim normal map on Channel 2.…
Hey, thanks for saying that. For someone who on their first complex project you are already making some great headway. Just remember this is a challenge, not a competition. The purpose is to push yourself, learn and grow as an artist. I have already learned a ton about improving my scene management techniques, and am using…
@DEVgenesis Thank you so much, I felt the same way once I saw Robby Johnson's original concept! You should check out some more of his concept work it is amazing! @Jean_Pierre_Varg Thank you, I had thought about doing a Tileable or Trim for the Large Ruined Pillars, but in the end I thought it would be better atleast to…
Thanks for all the replies. I will try and break up the brick building more by adding trims. I will also be bumping up the spec as RexM suggested. I had thought about going zombie apocalypse but decided I want it closer to just a small section of a city before any disaster. I might go back after and create a post…