Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…
Hey guys, this is an environment I'm working on. The purpose was to make a omposition and light study. I'm planning to add vegetation later on. I'd be glad to know what you think and what I can improve. Bram
Cool folio and screenshots and yeah you're right, That looks like it needs 2 types of terrains, one for the rock foundation and the other for the sand, but you will also need separate models of rock for the horizontal cuts which requires a lot of modeling, you can try using houdini or vue for some of these rocks.
My company head are looking to buy art packs to be used / so they can be retouched for the game they're currently developing... I'm in a position to put forward any art packs that are considered usable for our art dev team to save time with asset/texture creation without having to start from scratch so my first thought was…
I worked on the character model for Inara on Paladins. Credit given to the artists responsible for the weapon and rock/rock wall/rock totem at the bottom. Thanks for taking a look Artstation page and Marmoset Viewer located here https://www.artstation.com/artwork/Yond3 (1.61 MB)
Wow, huge improvement! Well done! My first issue is with the rock walls, they look quite good, but you can see a lot of the seams where the individual rocks are clipped together. Try to play with the placement of the individual rocks to better hide the clipping seams.
On the gun reload, the slide locks back on a 1911 when the mag is empty. I know you probably did it the way you did so you can get that nice rack and lock at the end, but, it's something nit-picky I noticed :P Rest looks pretty nice.
The source code? The pom effect on the lava is certainly too high, I need to play with it some more. Also agree with the rock materials, although the user can input any rock material they want into the shader. The height of the lava raises and sinks based on the height of the rock texture given, + some other factors.
Nice correction to the rocks, looking much better. It might be worth taking a look at rock stratification, it seems unlikely that they would converge to one point, rather a "cliff shelf" with all the rocks unified in one direction would look more natural, here's an extreme example.