You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…
Hi! I think it looks cool :+1: Points I think could be improved further: * I agree with Noren that materials all read very matte and some variation in reflectivity would be nice. * Boxes look too repeated in my opinion and their construction is a bit cartoony/ simple. Could create a set of variants, constructed slightly…
Ya the rock textures were not made for the rocks. The rocks were one of the first assests I made so I defenitly need to make new ones with more detail and a texture of its own.
Some more objects for the scene gonna post video of the scene soon. Hopefully with Lightmaps and textured ground. Crits/Advice needed :) Neon Light above the Doors Rock sculpted in a modular way, so i can build little rock mountains ^^. In UDK This is ground Shader im working on. Still not sure if those textures are the…
Are your rocks all one model with a tiling texture applied or are they made up of smaller rock put together. If its the later, how many variants of rock are there? It would be cool for you to post an asset breakdown when this is finished. Also... Nice work ;)
Andrew 'Dr1ver' Maximov shows us what he can do with 3498 tris and it's pretty impressive Be sure to check out the thread, there are a few tips and tricks he used you might find really useful. https://www.youtube.com/watch?v=mGFbVNqxyOM
The arch rock in the middle looks odd to me. The larger arch looks great, but the smaller one doesn't look like a natural rock formation. The smaller rocks also look like they could use some detailing. I love the details on the larger boulders!
This looks nice, great idea. My suggestion would be to give some variation to rocks. Probably make it like a rock has fallen from the cart and broken apart (even though those rocks would not break that easily, but it would be visually more interesting).
Working on some large cliffs/rocks and using tiling textures and masks to texture them. Do people generally use an AO map for the overall rock or large assets in general? If so, not sure how'd I'd add this into my material setup? Or is AO generally not used for large rocks?