@PaulJChris You might already be planning this but if you're keeping the fire as a 3d mesh adding some smaller flames that have broken off or embers might look nice. I also agree with fabi that your getting a bit smooth and rounded in places, mainly the rocks next to the central pillar, I'd maybe use the trim dynamic and…
@atunnard Cool to see another person take a try at this environment! Nice job on your first trim sheet. Egg statue thing is looking very nice and it looks like you've nailed your proportions. Can't wait to see more. Good job so far!
Still chipping away at the scene. Currently doing an texture atlas for items on the desk. Then I want improve the window, trims and cobwebs. @squarebender looking good! If you choose go with the light hitting the chest, you could alter roughness and spec values in the cavities so the color doesn't blow out as much and to…
@Fabi_G Thank you so much for the tips! I think I'll try going without sculpting, I'll show an update soon 😉 @creepyhooman It looks super cool 👌 Would you mind showing your trim sheet? Btw it's the first time I see someone doing a sketch texture, it's a very smart move
Some updates to the scene I'm working on. I am going to try and stick with the handpainted look of the reference as best I can. Spent probably too long blocking out my trimsheet. Added some subdivisions and went straight to baking to see what it looks like. Think I'm going to hold off on the hipoly sculpt on the trim for…
Ive added the sand, plants and some particles to the scene. Also fixed the line thickness of the line weight on the trim sheet. I think I'll have to fix the black lines on the egg statues and make them blend in more as well now to match. Gotta figure out the mossy areas and the lights that fill up the ground. Never done…
Added the treasure chest! Been tuning the lighting some more as well as the textures on the egg statues. Went with an unlit shader for the treasure chest in the first render and a lit shader in the second. Not sure if I like all the details blown out although it does have a cool glow effect thats nice for treasure.…
@Fabi_G Thank you for the recomendation on the height blended vertex shader! Ive always seen the effect in games but didn't know anything about the height blending part. I made one of them from my trim sheet and used the dark areas as the height map mixed with some splotchy gray areas for the grass/moss and sand to fill…
"It also occurs to me that similar results could be achieved without baking, just making use of Bevel and WeightedNormal by using one or two segments on the sharp edges and using the resulting model as the final model, the only drawback is that it would add extra to the poly count (nothing to worry about nowadays)." True!…