Ya the rock textures were not made for the rocks. The rocks were one of the first assests I made so I defenitly need to make new ones with more detail and a texture of its own.
Some more objects for the scene gonna post video of the scene soon. Hopefully with Lightmaps and textured ground. Crits/Advice needed :) Neon Light above the Doors Rock sculpted in a modular way, so i can build little rock mountains ^^. In UDK This is ground Shader im working on. Still not sure if those textures are the…
Are your rocks all one model with a tiling texture applied or are they made up of smaller rock put together. If its the later, how many variants of rock are there? It would be cool for you to post an asset breakdown when this is finished. Also... Nice work ;)
Andrew 'Dr1ver' Maximov shows us what he can do with 3498 tris and it's pretty impressive Be sure to check out the thread, there are a few tips and tricks he used you might find really useful. https://www.youtube.com/watch?v=mGFbVNqxyOM
The arch rock in the middle looks odd to me. The larger arch looks great, but the smaller one doesn't look like a natural rock formation. The smaller rocks also look like they could use some detailing. I love the details on the larger boulders!
This looks nice, great idea. My suggestion would be to give some variation to rocks. Probably make it like a rock has fallen from the cart and broken apart (even though those rocks would not break that easily, but it would be visually more interesting).
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?
Why simulate that? Fake it. You never see inside the bucket. Have the rock wall deform based on the bucket position over x frames that its there. Put particle emitters for rubble on the top edges of the scoop where the teeth are, then have some polygon rocks in the bucket that start their rigid body physics solve OUT of…
Hey all, long time no post. I've still been plugging away at this. I attempted to use the 'ultimate trim' technique for a few of my assets, however I went far too intense in my normal maps and didn't have the 45-degree angle bevels needed to help disguise the harsh 90-degree angles on the models that use the trim textures.…