The details of the environment is very good and really professional. I miss trees and other element types, which probably will be created soon. I recommend also thinking about some kind of cave to connect some areas, good luck at work!
nice snow shader. did you make it up yourself? I recall a tutorial on how to create a snow shader using Up Vector or something in UDK. Everything's looking great, i'm interested to see the results of the grass model color blending with terrain.
these look really nice but why did you create separate textures for the curved pieces? couldn't you have used a larger straight texture and then warped it in the mesh? You could get a much higher resolution with the same texture size than you have achieved.
Good to know, I'm thinking a workflow using 3DSMax's Object Paint tool to place decal squares on a mesh and then exporting them would work pretty well. Does Object Paint create instances? Because that would be extremely powerful if cryexport for Max really does detect instances.
So quick question, I'm not very experienced in mudbox and I watched some of your videos. You then said in this thread that you used Alphas/Stencils to create the cracks. Could you provide a quick example of some of these stencils, I dont want to copy them just want to see a example.
Hope I am understanding this right but you arranged your rock sculpts which you made in zbrush to be projected onto a plane which created a tileable "base" displacement for the rock surface material? If so I am kinda curious as to how you made this texture tileable also in zb :3
That's CryEngine 3, right? If possible, could you please explain exactly how you created that? I'm especially curious as to how you reached that level of density/geometry using their terrain and a voxel object. A step by step tutorial would mean I owe you TWO cookies. :) Looking great, can't wait to see more updates!
Really digging this so far. The transition between grass to ground (more so the strength of the normals) I think may be a bit too much, but than again, it's creating a sense of fullness (is that even a word) that when coupled with your foliage layers, may actually look super nice. Either way, awesome job so far, super…
Great work all around man. And definitely love your inspirations. A bit of advice if you don't mind: Rethink your texturing approach. Stop baking stuff. Create a set of tiling patterns and map them on your objects. It's unbelievably faster production-wise, it allows for endless reusability and no one will ever know the…
Great work as usual, choco. In the tutorial series you put together, you mentioned that in a later video you would show a way to have the tiling textures fade to your diffuse map at a certain distance. I've messed around with a few different ways of doing this in UDK, but nothing I do seems to get it work properly - more…