interesting environment man, just by looking at it I can see that it was built with gameplay in mind. nice presentation in the videos as well. I would say the textures and lighting are holding it back the most. the lighting is really whiteish with black shadows which always tends to look bad. I would add a saturated cool…
Oniram : Seems like you've got a lot of unneeded edges, and its hellishly messy which could make UV mapping harder than it needs to be. Also your poly distribution is bad, you've got a cap on the side near the front thats got a lot of edges whilst there is other areas closer to the butt that look quite lowpoly. Also avoid…
Thanks guys, I'll try my best to explain the terrain! It's pretty standard when it comes to how it's done, two way blending using vertex alpha, on a static mesh, now as this is a diorama I have used displacement mapping which gives me that extra depth to it. But it fades quite quickly in middle ground. The maps are just…
The Winter Suite 2.0.0 is now available on the Asset Store ! You can find it here : Winter Suite As explained in the previous post, this version is a reboot of the previous package but let me tell you more about what's happening and what's coming. First, as you might have noticed, the package is now named Winter Suite as…
Hey guys here's an update. Been busy the past few days working on my commercial game so I havent had much time to work on this. However just in the past two days, off and on, I've managed to create my first ever speedtree, you can tell its noobish and totally temporary. I've managed to almost completely overhaul the spiral…
OH btw LoTekk and others, here Have some Material Functions. I'm building a library of these things, and will eventually be providing documentation. I have a few more things in the works to add. However a material function version of Rodriques' rotation function is in there as "Vailias_Vector_Rotation" (everything is…
I was just making research about cool plugins for blender. Especially for hard surface and general usage. Here are the addons i've found useful. I didn't try all of them yet, but you can check them out. Hardops is best and most useful one for hard surface artists as MmAaXx said. Speedflow and speedflow companion makes some…
Hi again! It's been a fair while since the I last posted, so I thought it would be about time for an update (now with textures!) Since around the time of the last post I was focusing on wrapping up the modelling phase, and since then I've been trying to get a solid handle on lighting (e.g. obsessively re-lighting the…
It's expensive, has the pancake problem, doesn't work well (or at all) with a vertex-blend(s), it's performance heavy by shader standard (forcing you to go bog standard instead of having anything else) and the list goes on. Might as well just use Phong and a Color Map for all the physically accuracy it gives me room to…
Hi, Sorry for posting on this old topic but the techniques shown here are very important (anyway it's sticked in the front page) and game artists should be aware of this and always bake on a 32-16 bit depth raw color space then generate an 8 bit normal map or vertex curvature or displacement with dithering. I have tried to…