I thought about displacement , it is wrong decision.Because displace i can see after rendering only, it's not geometry. Cut? Ohh no))). It's so long, cut the detailed continents.Process may be delayed for a long time))) for this modifier objects(continents) must be placed onto the expected box surface. Are you remember…
Yeah, I've been getting similar comments on the steam community page too. Funnily enough some of the people who said they liked it were from Korea :) I have been thinking of doing a whole set of items which might help tie it all together... The idea was to do something really extravagant/decadant but simplifying that idea…
I intend to add decorative meshes and decals to make it look less blocky and to break the tiling, I can see too that its an issue right now. Also i intend to play with the lightning of the scene, while in Quake there was some sort of uniform lightning used i want to light it up with spotlights pretty much like an arena…
Yea that is a wicked example Tim! Not sure if this is my place or not, but its so difficult to communicate with words that sometimes its just necessaary. And I dont like doing this bc I always think people take offense to it, but here it goes anyway! Not bad work uohm, hope this helps. Overall I would incorporate decals…
There are a lot of ways to have these seamless transitions, including vertex/texture-alpha blendings, decals, special tillable textures that come with border transitions between other terrain textures (low end systems use this a lot since the shader is extremely simple, no texture blending but instead you align the texture…
Thanks for your critiques! I adjusted the dont waste robots sign a bit, add some dirt decals to the walls, fixed the scale of the head, created more advertisements and added some newspaperpages lying around on the ground. I don't know why, but there are some weird artifacts in the screenshots. Ignore them for the moment,…
I completely agree. But it's not like Luxology have been great about this either, they've relied on Senecas scripts for over a decade to cover holes in the Modo toolset. Writing script in Modo is also more of a pita due to a lack of a built in script editor, which means when you do need a script for something it's that…
Will you get close to the rig? Or is it just a background piece? When I made some race tracks I used alpha decals of skid marks hovering about an inch over the surface to break up the pavement textures. They were also set to cull out from a distance. Maybe you can do something similar for the rust and wear streaks.
Added some more bits to the environment. At the moment I'm thinking about whether I should use my tiling material with an extra UV set for decals to texture the props I have added or to make a highpoly and bake it down etc. Saving time so I can move onto something else versus possibly having some nicer assets...
rocks look better in the foreground. cliff in the back left is still a little chunky, but not nearly as noticeable. no idea what's going on with that dark decal under the window. is it paint? is it blood? is the wood rusting? i think more foliage around the bottom of the bulding on the left would be nice, too. - right at…