Heya dudes. Installed UDK, so i thought id give myself a small scene to build. Main whitebox dimensions is pretty much done. Going to add all the Stone Blocks and then get into the brush! ( currently vertex lit in max) Ive Also added an area of detail where the art wasnt done, due to the camera. Ref ;)
Our idea for a throne room is inspired by Studio Ghiblis Spirited Away and Level 5s Ni No Kuni so will be in a natural environment with stone structures and Japanese design influence. This lovely concept by artist Juan Pablo Roldan is our starting point. Not sure on the deign of the actual throne yet - needs to be quirky…
A #Medieval Style Oat Covered Stone Baked #Bread made for Get Dead Entertainment made with #ZBrush #Maya and #substancepainter Get the #3dmodel at https://bit.ly/2ZWLy4I #3d #3dart #3dartist #3dmodelling #gameart #lowpoly #environmentart #prop #gameartist #gameassets #unreal #realistic #pbr #pbrtexture #fantasy #unity
No Man Sky is the most overhyped game ever. After playing bloodborne chalice dungeons I worry this game will be crap. If Fromsoft could mess up that when you have stuff like Dungeon crawl stone soup, nethack, brogue and even DoomRL. Yet it turned into a boring grind.
Hey guys, Dragon pit update: I spent a lot of time these past few days, working on the texture of my dragon pit. I refined the stone and ground colors and started to add some vegetation to blend the pieces together. Any comments are more then welcome! Still lots to do! :)
In themselves, your textures already look great. However, far away they look very uniform, mainly your dirt, grass and stone roofing. Vertex paint should help you to break up that uniformity by painting tileable dirt, grunge and other stuff where your textures repeat.
Wow, I really like this scene. Like most other people have mentioned, the main thing I can see that could do with improving, is the dirt pathways. Maybe breaking it up a bit with smaller and larger chunks of dirt/stones would make it a little more visually interesting.
I've added more depth to the main stone material and played around with lighting/volumetrics. I've also made a material for the rock wall with vertex blending, still need to break up the big shapes and seams though, so i'll probably sculpt a smaller rock to add some variety.
picked this up on the steam sale. having a crap ton of fun so far. liking more than minecraft, cause it seems like there is alot more to do. awesome awesome game. there are some glowing blue stones all over the place that seem to be impossible to mine. anyone know how?
I would say the action ones needs more contrast, the lighting looks very flat in a lot of them. Some of the texture work on the walls looks a bit random as well I would maybe stick with just two wall surface types. The stone mostly and them some wallpaper.