you need tools or weapons, maybe some kind of vegetable garden. post apoc i don't really think smart people would be out foraging, they'd farm food, probably hunt for meat, and they'd have some way to defend their resource.
thanks! that's actually a great reference. I was hoping to do something like that with the vegetation, but the only way I know how would be to use planes with alpha textures and I'm not trying to go overboard on transparent textures. Is there another way to create those kinds of details?
I think they should focus on stability before adding in DX11. I get so many crashes at the moment, its unbelievable. I get a crash whenever I close the lighting editor, and also when I change size of vegetation. Very annoying!
the trees in the front are looking better now. but maybe you should add some vegetation like bushes to the ground on the other side of that lake - or rocks. the way the trees stick of the round right out right now takes down the overall impression of the scene to me.
@jamesey nice- digging the detail. :) @Twoflower - is that a game you're working on? Would be cool to see everything moving in those backgrounds! Some stuff tonight - working on revamping a game I made with a friends likeness : It involves bouncing vegetables into holes in the floor and demon tentacles.
Hey! Glad to see all the work you've done. Good progress! The foliage helps a lot selling the piece. By the way, what was your process for creating the vegetation? Did you use SpeedTree or did you make it by hand, only with modelling and texturing applications?
I laughed. More than I thought I would. Funniest satire since 'Hardware Wars', and the advertising message works pretty well. Reminds me of stuff I came up with in 5th grade. "He's more chemical than vegetable now!"
Incredible, could hear the Hunter's Dream theme in my head straight away Obviously the vegetation is a lot better than the actual game but I feel like the fog could be dialled up a bit just to sell that dream-like setting. I love it though
Hey, You made very good improvements. Sure, the cactuses could use more polys, and be less flat at their top and you can always add more variation in the rocks and vegetation. But overall you have a solid base. What was your process for the rock formations?
Awesome work and thanks for the breakdowns. With the mounds, how do you make them blend with the rest of the terrain. It looked like there was a harsh edge in the demo video that could only be seen when in unlit mode. Do you just hide that area with other rocks and vegetation?