Hi I am texturing a model with a single base teture I have created that I applied as a fill layer, then cloned on seams to adjoust seams, but , I have some little rock spots that I would like to differentiate from the base rocky texture I did and use others that I can import, So that the final texture has the base one in…
A few more scans from the weekend- Tried some tree trunks... I'm going to try some tiling bark textures soon! I played around with the textures in these last 2 rocks... Made them feel more like a beach rocks with some additional color variation... the real like rocks were pretty boring color-wise. These rocks are pretty…
Hey this looks really cool so far, surprised you haven't had any comments yet. For me, overall it's great. But there's a lot of fine micro-detail in your textures, which makes it a bit busy overall for the eyes. It's looking a bit like the whole cliff is made of mud or dirt, from all that high-frequency detail. And there's…
Hello guys! Here some WIPs. The green is the grass, the Blue is some dirt tint (brownish), the black is a kind of smooth rock and the red its a broken rock. I didn't use a unique Rock texture but prefer Tileable and Vertex paint, then with 4 differents rock mesh I could duplicate them and they look different. And the new…
Hello! Long-time lurker, first time poster here. I'm hoping to use this thread for advice and critique on this scene. This production has a deadline 12th January, so over the next 9 days I'll be updating this thread with developments. This image was created within 3dsmax, with some minor post work done in Ps. I'm in the…
The second piece is much improved over the first. With that said, Looking at the arches, there looks to be a lot of focus on the areas in-between the rocks which look great. The bases and the edges of the rocks seem to be a bit bright compared to the rest of the texture. Also, I think adding in a few cracks would help a…
Your rocks are very grid like. When I saw the flat texture I thought it would be for a walk way or some manmade structure. What keeps them from looking like natural rock face is that they are flat on the 'top', and that they are very evenly and cleanly spaced and separated. You might also want to put a few of those rocks…
SUCCESS! I solved the lightmass-allergic foliage rock problem! Further snooping around UDN made me find the culprit and fix the "nega-rocks". According to UDN: I went into the mesh properties and it turns out the "lightmass coordinate reading"was set to read from UV channel 1, and my UV's were in channel 0. I put the 0 in,…
Hi Dane, Really liking your new changes. You're definitely headed in the right direction. A few quick critiques, It's a bit late so I will be sure to post a bunch more information tomorrow morning. 1) The statues definitely look better there. Consider pulling the rock down behind them in order to give them even more…
I suggested two passes mostly on a construction basis. For me thinking about it in two passes (1,Ambient 2,Key Lights) gets me the best results with the least amount of lights and work. Once you get a nice dark ambient light setup that will allow players to navigate the entire area and not have it be pitch black, then you…