Happy Monday! I hope everyone had an epic weekend! After doing some initial Zbrush test sculpts, I thought there had to be a better way of doing this. So I started experimenting with Houdini.....The idea is that I could create a tool that could generate rocks similar to my sculpts seen in the post above. So, the way the…
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…
Hey Polycount! I'm looking for passionate 3D character modelers to join a pilot project I'm building from the ground up. This is a volunteer role for now, with real potential for paid work as the project grows. I'm not locked into a specific art style, stylized, semi-realistic, whatever you do best. As long as the quality…
I feel so dumb having "reference" just below instance and not having noticed it until you mentioned it, holy shit. Thats great help for the future, thanks! The problem with them not being instanced is that once I remove the loops from the "original" 5 rocks that receive the bake, ill have to manually delete the same loops…
Natural environments, especially caves are hard to UV well, myself? If the engine supports it (UDK) I usually resort to blended textures with different UV maps. So I map one rock texture as best as i can but producing some seams. Then I start up a new UV set and do the same but so that I cover all my previous seams and…
Beauty Shot #01 Hi folks! After fixing a lot of the props colors (toned them way down) and creating some additional meshes like AC's, some stairs, lights and laundry wires this is the first beauty shot I created completely procedurally. The tool takes speedtree inputs so all the foliage you see are speedtree assets. In…
The ground texture repeats way too much right now and has a different texture style than other things, for instance the bridge with the stones. They have more larger brush strokes and cleaner lines, where the ground is just a jitter. Same fidelity problem goes for the rest, you've gone for a super simple texture style but…
This is looking great so far, but you lost it for me when you added the rocks outside, sure a few rocks to add some intrest...but I'd much rather see something epic with a great horizon...when looking out those windows. A great matte painting or photo-sourced collage would go a lot further than rocks right in yo' face. A…
That last shot looks kinda familiar ;) The polygons for the bases aren't that bad. Where you really need to establish a proper budgeting system is going to be in the rock, fauna, and foliage features. I think if you invested a bit of time blocking out the rest of the scene and walling out some of the visible space for the…
To improve your substance, you need to work on the height and shapes of your rocks Right now they look very uniform and noisy, without clearly defined shapes. Choose a reference, for example from textures.com https://www.textures.com/download/pbr0175/133213?q=rock Here is one: This is the height map of this material.…