Today's update: Got rock. Tiling, Used mainly two brushes, orb's cracks brush and trim dynamic brush. PS finish. Textures, still not final but good enough imho :) Will test some cliff meshes soon, but I hope to texture the castle first.
Matroskin:Thanks man, coming from you it means alot. I really loved your latest environment! myles:Trying my best to make things look epic! Decals will come for sure, but for now I'm doing what's possible to have it looking good without. :P Visceral: Thanks mate, but I can assure you I'm not the only one. There's guys at…
That looks so much better, the rock texture kicks ass. My only gripe with the scene currently is the excessive amounts of "supports" under the wall trims, they look very repetitive. I'd cut their count by 75% or so personally. Other than that, I can't wait to see more progress!
Really nice. I love to see this progressing. Have you considered giving the rocks a bit more sharpness / definition in some areas? It feels slightly blobby to me in parts (Last screenshot on the right underneath the castle walls) I feel that some more defined shapes would really help there.
Thanks for the awesme crits guys. I was wondering if the tiling would make things this worse with scale. Seems it was indeed. I started fixing things toward making the human structures more important on the screen. -lowered castle south wall to make its buildings stand out more -increased water volume tiling -increased…
nice update ParoXum! I really like that green color you added to the water, it really helps for the readability of the map. I agree with the large particules of evaporated water, and I would say maybe you could add wet rock surfaces around your waterfall also (but i know its still wip :p) good job!
Hi, very inspiring work! don't know how i missed this thread before.. have read it from begining and have some noob questions that i didn't realized. 1. Your brick wall, is it modeled as separate bricks or a plane with tileable 3d texture?(as i remember, there was a post about high polycount on walls, would be great to…
confuuuseed.... so there's terrain and a rock static mesh sticking out? If so can we see the static mesh as it blends in beautifully. quick question, how does lighting work in CE3, don't mean to hijack the thread, do you need to have lightmaps for everything? i'd love to see how you tackle modularity a bit more in depth,…
great update. the trees and foliage really help balance the atmosphere of the scene. i know i asked briefly about it earlier in the thread, but i was wondering if you could explain a little bit more about creating your tiling textures. specifically for those rock cliffs. just wondering if you start from a plane for…
I'm loving this atmosphere you've got going on already. Really looking forward to seeing this progress. If there was anything I'd say, it would be about the separating line where the walls meet the rock underneath (if you know what I mean). If it were me I would have the urge to push the vertical variation of it further,…