Hey everyone, I'm starting a new personal project, The Gate! I'm working off of Jenny Brozek's concept (with permission of course!) that she made for The Box of Mystery Challenge on Artstation. You can find her concepts here: https://www.artstation.com/artwork/Aq98zV I'm open to any feedback from the community as I work on…
The grass seems to be growing out of the stone flooring, and it's also very dense. Usually, foliage is broken up more when growing out of cracks in stone floors where dirt is exposed. You might want to use decals or alpha masks to break up the stone floor with cracks of dirt where the grass would be. This is looking…
Final Draft [Scroll Down for previous versions] “You know,” Desmond spat, “you’re about as smart as that pile of rocks there, boy.” He motioned downward from atop his mare to a conspicuous group of boulders lying just off the scrubby path. Little Robert stood just ahead of Desmond, blinking confusedly. He raised his eyes…
Figured I would post an update of what I have so far. I got about half the cracks and broken stones done. Its been pretty slow going so far. After I get this pass done I will start adding the small broken stones in and then get to work on the larger round and center stones.
Your stone textures also have a more sci-fi panel thing going on than a stone construction. I would remove those bevels entirely and create a base that look a lot more like stone. Maybe work with some rocks that haven't been carved out so meticulously and construct the grave out of square blocks.
Do I need a separate material for EVERY mesh I w ant to get blended? Lets say I piut a stone on my landscape and ajdust the parameters to make it blend nicely. Now I take the same stone and ut in somewhere else, but higher or lower coordinate-wise. That means this same stone need a unique maetrial with adjusted parameters?
loving the detail in these models Steph. One bit of crit on the stone archway for your doorway piece. Add a dividing stone block that's thinner in height and a bit longer in width where the vertical stone block transitions into the arch. It will help break up the arch piece and add a little more dynamics to the silhouette.…
floor stones dont look like stones... too regular too regular wear... lava looks like orange water... use refs your stone pillars need to be re-baked with hard edges.... even if the normals wor in realtime lightmapping will often round chamfered surfaces as it calculates off the low... blue light is far too saturated keep…
awesome stuff man! organize your prop renders better though, too many wasted pixels :) never slack when it comes to presentation!! (didn't Heather or Bonnie teach that? :P) think overall, the metals are the weakest textured assets. The wood, ceramic, stone stuff is good - could use more dimension in the rendering of…
well it looks realy good. i think most of the stone surfaces don´t realy read as stone with their bright diffuse. if you would change them to match the stones of the bridge, the scene would possibly look way more consistant and realistic. the water, grass and general vegetation look very nice aswell, just a bit…