Is triplanar necessary? I thought of creating smaller rocks, UV unwrapping them, bake the textures and finally in UE combine the rocks to create large cliffs. If the walls are the same mesh, then they use the same UVs and I could merge them or instance them.
Hi Polycount, I was posting about this in my rock asset pack thread, but I thought I might as well make another thread, as it is a completely separate project. The goal with this is to showcase my rock asset pack, but at the same time I got quite into this scene, so I finished it up. It took me around 5 days from start to…
looks like a good start man, the main things holding it back i think are the textures and the lighting. the textures seem kind of blurry, I dont know if its the way it has been rendered or just low res textures. That rock foundation texture on the bottom of the building seems really blobby and doesn't have defined rock…
The cliffs texture is working great I think on your modeled rocks, but not so much on the flatter parts... I think it's because your rock objects are so nice and sharp and chiseled and the bigger areas are more blobby... which makes both feel a little disjointed. I think you could try to push the scale on some of your…
Hippity hop god damn hawk, that rocks my socks. The illustrations that are coloured are really well executed. The speed paintings, particularily the apple mouse, are well done. Some of the pencil drawings however look as though they're out of a toddlers journal he'd do in kindergarten. The quality between your pencils and…
CGMA student Dawnson Chen breaks down his recent class assignment, from Stylized 3D Asset Creation for Games, taught by Kevin B. Griffith. Background Hi my name is Dawnson Chen and I am currently
taking the Stylized 3D Asset Creation for Games course, taught by Kevin B.
Griffith, on CGMA. I am going to break down one of my…
Damn poops. Cool story. Yeah this show rocks my fucking socks off. I can't get enough and I hate waiting for the next week to come. Man oh man when Peter and Sylar started getting heated up I was on the edge of my couch waiting for it. I wanted to see some bad ass shit go down. Oh well. Show is still awesome as hell.
Looks sweet dude! couple things I notice, the cracks in the rocks feel a little overall large(something I struggled with), and dont really read well especially in the udk shot. Also when using a limited poly count I would optimize the tris on the rocks a bit more, seems to be some waste there. The grass is really pixelated…
Hello! I did a first pass on the rocks, created the shader and added some placeholder materials from free asset packs. Now that i'm looking at it, it probably needs another layer of sculpting,and each rock should have its own individual uv set instead of all being packed in one. Later on i'm going to try some radial tiling…