- lighting is too bright, over exposed - replace the 3 rocks on the right with some other kind of focal point, those dont look realistic enough and just take away from the scene as a whole - you lack background elements to provide parallaxing for depth - your main rock structures have very strong normals - shadows in spots…
woohoo im doing rocks atm so this thread got me excited haha. I was wondering..how did you unwrap the rocks? did you model the rocks with a cheeky split in to hide the seems?
I have a bunch of the same mesh in my level, a giant rock basically. Ive duplicated this same rock around my level and each of the copies of this rock has the same material on it thats setup for vertex painting with a few different textures. If I vertex paint each one of these rocks separately, does that count as a draw…
Working on some large cliffs/rocks and using tiling textures and masks to texture them. Do people generally use an AO map for the overall rock or large assets in general? If so, not sure how'd I'd add this into my material setup? Or is AO generally not used for large rocks?
Rocks on rocks on rocks on rocks? And grunt work, realizing how hard this stuff might actually be and he is just happy it's over. That's what i got from it. :) I'd like screenshots of said level. Don't know if UE4(besides obvious upgrades) is much different from UE3, someone knowledgeable will pop up maybe?