Hi. Can anyone give me some tips on their workflow to render out HP vegetation. Im allways stuck with this very flat final texture with no depth or anything. Colors are usually screwed up compared to viewport too, mostly washed out.
Food pack vol.1 Hi everyone.Just released pack with photoscanned fruits and vegetables. Link to asset store (more screenshots)https://www.assetstore.unity3d.com/en/#!/content/60982
Hey! So i just started fooling around in FC4 and i could not help to notice the awesome vegetation they have going on. I am especially talking about the pine trees which are rich and thick instead of flat and booring as you see in most games. It looks like they made a flat plane, but added needles vertically as well which…
hey everyone. in a while i was thinking about some ways of optimisation and automatisation of my ways to create 3d assets. step by step i came to this question. How can i fastly cover mech robot with some sort of patterns? this is all fine with a simple-shaped details. i can just create a bunch of decals of a rectangular,…
In my current project Im having trouble deciding how to spread out and group my vegetation in a natural and pleasing way. I was wondering if there were any good tutorials people could link to so I could get a better understanding of how to approach this. edit: sorry thought i was in technical talk when i posted this
Project Description: On an isolated
island tormented by monsters and magical horrors, a shipwreck survivor must quell an ancient god who
threatens to rise again and wipe out the island’s
inhabitants. We’re working on a medieval
fantasy RPG project. The pre-production phase is
nearly complete, so we’re gearing up and hiring…
Looking for freelance work, Skilled in hardsurface modeling and texturing. Professional work from my last 2 freelance gigs (Some trees, smaller vegetation, environmental props and vehicles) is still under NDA so not publicly available in my portfolio, but i have permission to send pictures on request. Heres a link to my…
About Studio397 Studio397 is based in the Netherlands and has a global team of developers and artists building motorsport simulators. Our mission is to create the most realistic, accurate and engaging sim racing platform to date, through advanced physics, new graphics engine and competition infrastructure. Job Description…
Right, so I am working on this environment. And is currently in the process of making the vegetation and foliage for the scene. And I am facing two problems with the shader. This is the first time I make a material in UDK so I wouldn't be surprised if the problem is something very basic. So this is the scene: And the first…
Project Description: On an isolated island tormented by monsters and magical horrors, a shipwreck survivor must quell an ancient god who threatens to rise again and wipe out the island’s inhabitants. We’re working on a medieval fantasy RPG project. The pre-production phase is nearly complete, so we’re gearing up and hiring…