@gastrop0d Thank you for the feedback. No matter what I do, I can't seem to make my translucent materials cast shadows. It's a real problem that needs to be addressed, but every solution I've tried doesn't work (I'm using UE4). "Volumetric translucent shadow" in the mesh details panel does nothing, and "cast shadow as…
Thanks a lot! I loved the article. A specific part of it called my attention, when he talked about weighted normals. It is an awesome way to make those smooth edges without worring about making a high res model to bake the normals from. I applied it to a part of the model,: The left on is using normals baked from a higher…
@Zocky Thanks! Glad you like my take on the concept. Your wall damage looks fantastic, are you using edge decals for the building corners? One point of feedback I have is maybe the damage is a little too evenly distributed across the surface of the structures as a whole. Maybe leave a bit of in-tact stucco for some…
@Zorina Are you using Unity? I'd suggest getting HDR set up and pushing your direct light intensity up to something like 5, then tone-mapping your scene's exposure down to a balanced level. This will give you nice bright direct light, but also deep shadows. Thanks for your feedback, too. I agree with your idea about more…
Big thanks to everyone for the resources on rock sculpting. I plan on really utilising it in my future projects! @Zocky Good point about kinking the straight edges, I'll make sure to keep that in mind moving forward. If I have time at the end of this project I'll definitely go back over my cottage and apply it. Your scene…