Hey, I'd tone down the fog, its washing out the image. You should vertex paint a different ground texture in some places, as well as having some smaller foliage. That straight line that is the roof could be broken up with something, whether it is broken roof, or some foliage growing on it.
Looks great so far. Maybe some broken down bits on the buildings. Like a corner broken down, and all dark & scary inside. Imagine a huge funnel web spider dwelling. Cobwebs, open graves, etc etc. All very creepy. Can't wait to see it textured
It likely is a uv thing, and needs to be fixed in any scenario anyway. When you have broken/unworkable UVs, Substance will have a really hard (or long) time computing how to bake AO to a broken UV set. Fix your uv's and rebake it yourself and check, can't hurt to see if that's the solution.
you mean in max2011? :poly124: its not even out there. In max2010 it is kind of broken also you can't yet customize it yourself. There is a way to get it vertical but some of the collapsing and rollover effects are missing or something like that. So yeah its broken and incomplete in max2010. Lets hope it gets better with…
real quick, I try to do this when I make broken concrete - TRIM DYNAMIC to get a more faceted feel. - GOUGE to get a refined broken look - then alpha some cracks and pits. Also be careful, a lot of detail can get lost in the normal so don't go off!
Looking good so far. Maybe you can add some debris to block up the walk way along with some dead bodies. From your level plan, you put in broken benches. You can push some broken or unbroken benches off into the main walk way.
heh, why wouldn't the 2 most used shaders in maya work correctly? /facepalm - thank you Shaderfx :) I thought it was a broken shader so I kept looking into how to repair broken shaders but apparently that wasn't the issue. yay problem solved! sort of... Any-who thanks for the advice :)
I would love to see some more variation in the stones. Stuff like moss, or plants overhanging on the edges would help sell it. Even some broken areas were stone has chipped off and theres some broken stones. Mix it up. Its looking great so far.
found it really tricky to build nice modules for a dock base, but these blocks is what i got now. thinking aboy ways to add broken sections to it. Best way maybe to make duplicates with broken concrete textures maybe. gonna read Investigation_into_modular_design_within_computer_games and get some better idea how to do it…
You might want to use an alpha mask to make the broken edges rough rather than relying entirely on geometry. A fairly small dictionary of broken pieces would give you a great deal of variety and detail at a relatively small cost. There seem to be some problems with the normals around the hole in the forward hull.