I'm currently working with a limited game engine that does not support realtime tessellation for surfaces. This means that most of my rocks and other nature materials are looking very flat compared to what they looked like in UE4 and CryEngine. Does anyone know any technique of transferring details to the mesh? Like,…
Hello everyone! I love hand painted textures and I am excited to start this contest! I already have an idea for a creep den. The current LoL creep dens have more flat rocks, I want to created a more foreboding looking den with very angular and sharp rocks. I try to have the turret and inhibitor concept sketches done asap!
Ya, I wanted my rays strong. That was the effect I was going for. As far as the waterfall there are rocks around it. I hear what you're saying but having rocks stick out also wasn't what I was going for. The fog was something I originally had in the scene but I didn't like the feeling it was giving. Thanks for the input…
Nice work @alexteoh ! Really digging the new camera work and the punch through the rock is a great moment. My only note would be giving a bit more hang time in the final shot at the top of his arc and then speeding up the spin down. Right not that shot feel like 3 equally timed beats. Rock on bud!
I'd say there just isn't enough stuff, and what there is is spread out too much. You could easily put the bunker, silo AND rocks in one small scene and make that one part of your environment section. As it is the first FOUR screens worth of content on your environment section are dedicated solely to a small cluster of…
@xhi nice, it's a good start! I'll throw in my two cents on this. The only thing I could see that catches my eye the most would be the big rock next to the medium sized rock. I'm assuming the cracks are the same or it's using the same texture? The scales might be too big of a difference as far as the texel density.
Nice, the terrain shaping in the foreground is much better. Also, you may want to experiment with masking on the leaves of that fern if you are going for that look over the thick/weighty style. Check out this resource for sculpting rocks: http://wiki.polycount.com/wiki/EnvironmentSculpting#Rock_and_Stone There are some…
small update this morning: I wanted to capture the deep oranges and reds seen mostly in sedimentary rock formations and desert rocks. I love the chaulky surfaces with the white scratched highlights. I used a few smart masks and created two layers for emissive maps (etchings are more powerful + cracks are more subtle)…
Speaking of rocks, I messed around with a few settings to see what I could get my first time around and using some mud and edge effects I really liked the added effects they gave my textures for some rocks I did recently. Cheers Teddy this program is really something else!
Which kind of detail map should i use for grass? The same diffuse texture, in higher detail? Or another texture, with a "close-up" of the grass? And what about rocks, same logic, or should i use a smaller-rock detail? Should they all be grayscale? Should the detail normal map match the detail diffuse or the material…