Experimenting with some landscape creation with a bit of texturing, after this I imported it in UDK and Cryengine, not sure in which one I'll be doing the final version.
Added a background landscape for a vista out the windows and a new window material I also worked on the lighting for the candles to give a more dramatic look
damn, I guess hobo was a bad example. that's depressing! well, maybe this prophesied collapse will create a landscape where it's viable.. can only hope!
You could say it is voxel data being displayed via polygons, since it is a volumetric area of cubes instead of a landscape built by for example a heightmap.
It kinda amazes me that at the introduction of PBR, we knew there are a lot of specular problems, but quickly fell back to eh, it's good enough. Things like like apparent roughness getting mipped away when normal maps mip down to blurrier and smoothed over approximations of surfaces. Really apparent on landscapes, where…
Also, for the background coasts... should I use some planes with images of islands, or should I find trees and assets and maybe make the coasts with landscape?