I actually sculpted a set of a few different cliff faces. I have 4 total that I mashed together to make all of the cliffs. Whats really selling the seamless aspect of them however is the use of a worldspace texture and the moss vertex painting to give each one a uniqueness.
This is fine I suppose, but I prefer to plot my models by hand on organic graph paper using artisanal chalk. Then I hand code the vertex matrices on magnetic tape and feed the data into the computer. It's a lot of work, but it gives my models a warmth that only a real artist understands.
Cool stuff; I remember being fascinated by the faceted terrain style from your WAYWO post ages ago — the vertex colours and lighting can really make some awesome scenery. The premise sounds intriguing too; I hope we'll see more gameplay soon :)
Cheers again, got some lovely feedback on here and lunchcrunch and decided to go back to the drawing board and really retool this. Still need to work on the leather for the chairs, and making the wood less modular but I think im going to leave that to vertex painting, we'll see. Anyways enjoy!
Update: Ok got it baking the highpoly vertex colours ok in xnormals with out having to explode the mesh but, i came across this post that might help other people out in the future, will try it myself at some point. http://www.polycount.com/forum/showpost.php?p=1850064&postcount=8
Weekend bloodmoon wolf sculpt from earlier this year! Knocked it out in a weekend -- sculpted and vertex painted in zbrush, a couple of lowpoly models added later in blender, rendered in marmoset 3. Had a lot of fun ignoring realtime UVs/retopo and just focusing on the expressive painting and sculpting :) Process images:
See also the Vertex series of books. It features some artwork and breakdowns from Naughty Dog, like Anthony Vaccaro who did environment art for the Uncharted series. https://ryanhawkins.gumroad.com/ And we have more Naughty Dog game art examples here http://wiki.polycount.com/wiki/Game_Art_Examples#Uncharted_3_.282011.29
If this is sphere mapping, in your shader you use your mesh normals in view space as input UV for the "reflection" texture. It's the same thing as zbrush matcaps. It's cheap and easy to do. https://www.youtube.com/watch?v=osgMB0mf23w Now it can be hard to tell what map does what without seeing the shader or all UV/vertex…
Hey all, Been meaning to join up here for ages now! Such a great place! So I do environment art and Materials and am really keen on building my skills and techniques. I really like the world of Deus Ex, and so I am building a similar, cyberpunk environment in unreal 4. I've been using texture sheets for trims and those…
Prologue: Still in the very early stages of building out this Sci-Fi scene but I'm struggling with a few things, such as picking an engine, so I thought I'd just get my thoughts down here on this thread and get some community feedback while I post some WIPs etc. Planning & Thought Process: I wanted to create a Sci-Fi…