Been working on this some more, here are some recent renders. Now Im 1/2 happy with the lighting Im going to be working on the textures/shaders. The stone walls, flooring and roofing all will hopefully benefit from some vertex material blending which Ill be working on next. I've not touched any post-processing or any…
Hey guys! This is my first challenge, I've chosen the hammer 'cause I thought it just looked awesome. Changed it a bit, made the hitting part of the hammer of stone instead of what looks like metal in the concept art. Hope you like it and feedback is welcome! @Xelan101 Really love the style you've chosen. It gives a really…
Hi. I haven't read every single post, so... sorry if I am repeating, but that stone texture on your buildings.... it is ground stone, not wall. you should replace it. They would not use rounded stones in a wall. can U imagine cementing those one by one? They'd be falling out of place. You should find a better stone texture…
You're right, I should add that we're developing it actively and currently use it at our studio for 2+ years now. While we were building it to improve our pipeline internally, we realized it's this is also problem a handful of other Artists and Studios had so we spun it off into an open source project of its own. The…
I would make some base stones and roughly shape them. Then bring them into a sculpting package and rough them up and make them look like stone. You only need to do a few stones, then you can rotate them to look like different stones when you assemble them into pillars. Decimate them, bring them back into your modeling…
I'm trying to select UV shells by index and then run some code and then select the next UV shell and run that same code, etc. Imagine if you wanted to scale each UV shell by 50%, that's not what I need to do, but if I could figure out how to select each shell one at a time in the script that would solve my problem. Is this…
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Looking much better, you may want to try to focus on achieving a separation between a more crisp, rough stone, and the soft flow-y sand. Right now the stones are all smoothed out, lowers the visual contrasting shapes. Also: Your stones look like they don't have a spec map, or a very low intensity one. I'd up the spec on…
The wearing on your stone looks too soft for stone, more like clay. Collect some refs and look at how stone looks when it breaks and cracks. The faces of the stones are too uniformly flat and sandstone walls aren't made of uniformly sized bricks. Here are some refs I found real quick:…
The stones are mesh, combined with a pebbled ground texture with baked directional light. Note: The 3d stones are synced with the under laying ground texture. So if you remove the models you have the same stones underneath. So on low devices it will still have stones but a flat versions. (The AO could be a problem...) My…