You are right, there is alot of grass there but its small so it gets lost in the noise, I increased the size of it so it pops better :) Plugging away at this still, tweaking lighting and Post Process, trying to find the right balance of realism and fantasy :P Dediced not to add any more assets to this scene in particular.…
The Fog looks a bit to dense at the minute, it's robbing your scene of contrast. Right now theres no gradation in your shading, once you have the glowing panels in place you could add some blue lights to break up the uniform lighting along the hallway. Another idea would be to change the colour of the light you have coming…
a simple box with a normal map applied I get horrible lighting seems. only on the back shaded side though, the front looks fine. I have separate smoothing groups on each side plenty of padding on both the Uv channels All my faces are separate in the UV layout I have made changes in the UDkEngine.ini file including I set…
This is a pretty cool thread, some good modeling some decent textures and a lot of good advice, that is actually being followed, awesome! I think you're really close to making this a fantastic environment. But I can't let you get away without a few crits: - I think you're swamp needs a canopy. When I google "Swamp" I see a…
@Mink well... the model is kind of upside down in substance painter, i thought it might be because of the light, but this problem also shows up in unity. I checked on a metal material i have at home, and you are right, but at the same time i feel like the effect is perhaps a bit to intense and spread on my bake.
For this assignment we have to create a building using modular assets that snap together. Earlier this year I made a game concept titled Spicy Jam so will be recreating one of the environments (the Subway/underground) for this project. I didn't get to make concept art so got advice to pick an existing train station to base…
Greetings Polycount, I've just started getting my Masters Degree in computer games design and for the first project I've been given, I have to build an environment from a piece of concept art from either Halo or World of Warcraft. I haven't attempted an environment piece in two years and last time I tried, it went…
Its funny cause that is very similar on how we started this project as well. Building patterns that I could only determine, hiding sequences that could only be read by particular methods. .. I've found that I am not the only one who has thought of this. Its in the back of most modeller's minds I think . Unfortunately most…
Specifically, for X-COM-like games that have isometric 3D perspective, tile-based environment and gameplay where the environment is mostly cosmetic and seen from a distance. I've seen some workflow that jump into the materials and texture blending as soon as the basic geometry is in place, reserving the lighting for the…