another update: I started adding a pile of wood next to the house and I started working on the vegetation. More textures and variation in trees and plants coming soon! Thanks! :smiley: the grass indeed looked off but that was just a placeholder.
This is my current progress on a Forest scene that I've been working on for the Vegetation and Plants for Games, CGMA course with Jeremy Huxley. I have a few things I want to get into the scene in the next week, Robot head is a placeholder still - but C&C welcome!
Did a lot of research on how to scan vegetation the last days, slowly getting results I am happy with. All captured using a regular smartphone, should be able to get some more detail out of this with a proper camera.
Thanks vofff you are right. :) I need to start adding some green vegetation and flowers. and anything not sandy color :D I also cant wait to try out some vertex painting/texture blending stuff.
Thanks man! To be fair, I did create some of the smaller props included in these shots but our other environment artists, Daniel McGowen (Slagtown) & Konrad Beerbaum (Mine), dressed the scene with all the appropriate props, detritus, and vegetation.
I guess the obvious reason for max would be that there is a ton of tools and plugins for all kinds of stuff, like particle systems, fluid simulation, cloth simulation, vegetation, renderers. Modo still has alot to catch up in this regard.
Thanks for the replies guys! Yeah the chromatic aberration is a bit too much, I think the effect is even more striking because the high resolution (big images / big chromatic aberration). We'll look into that, same goes for the vegetation.
Thanks! Yeah its supposed to become some sort of jungle with a path through the vegetation leading to something that may not be expected in that kind of environment. Went a little crazy creating a whole landmass, it will probably serve mostly as a backdrop in the end.
ha! Well most of those rocks and vegetation and other organic surfaces I modelled with your tools though =) ! IC.shape is really nice to work with and can be such a time saver too! I Should probably mention that somewhere :D
I think there are some tutorials on the half life/Source wiki about building destructible models and how they work. That said, procedural destruction like vegetation in Crysis is handled somewhat differently... how, I am not sure yet.