Thanks for all of the feedback everyone. It's given me a lot a good info to continue to move forward. @Pampers, Paunescu.Daniel had it right on the money, I used a depth based alpha node in the shader network for the water edges. I broke it down from Phill Johnson's water flow map demo: http://phill.inksworth.com/tut.php…
Depth biased alpha node i guess, looks like it anyway. It looks cool, but personally i think the rocks are to saturated, depends on the style you are after ofc. Anyways good job so far!
Here's another update. The changes aren't dramatic, but I feel like I should post to show what work I've done over the last few days on my scene. Here are some renders: A bulk of the work was reworking the bridge so that it was easier to manage and make lightmaps for. I ended up splitting it into a couple of parts. Some of…
@dudealan2001: Thanks! I'm happy you're comparing my work to Prince of Persia. It's one of my favorite game series stylistically, though it's mostly PoP 2008 that gets me going. @danpaz3d: I'm with you on the brick flatness. Taking from Rhoutermans suggestion, I think I'm going to incorporate some damaged brick/exposed…
@Seir: Thanks for the thorough crit. :) The references and photos you posted are also quite helpful. I am aiming for a stylized scene, but I think your advice has some good points. I'll see what I can do to address your notes on the terrain path. I think it would be easy to implement another material for the proper path…