Hello @wunjox The scene looks good. My only problem is with the vegetation. Looks flat and without shading. Besides, I am not sure but it seems that you used some kind of cutout shader for it (which is the best option). But you set a high threshold on the alpha and now each leaf looks too thick.
Besides several edge loops on the large petals...keep those and do alphas for the little ones in the center. The rest of the details you can keep but depending which flower species you based this one it seems like vines and other more "harmful" vegetation like bramble would go nicely around it.
🌟 New year, new update. Happy New Year! During this past month, I have temporarily set aside materials and focused on perfecting the blocking and completing all the props for the environment. Currently, all the map props are done (except for the vegetation), but my intention is to add some unique ones or from other maps to…
Really liking where this is going now, just an idea:- you could think about how the vegetation reacts to the magic, so if its not all dead how would the plants look? just an idea. I like the subtle hits of magic on the stump and it would be cool if that was pushed more. Look forward to seeing more.
@xendance Thanks for the crit. Tell me if I need to add more size variation. I tweak the Size and Size Var parameters of every vegetation and created LOD for each. manage to save up 4-5 fps (19 fps -> 24 fps) 49k instances average of 800k poly in the screen. Thanks.
Working more on the outside, got some vegetation in and working on hammering out this willow, which has been a chore. Starting to work more seriously on the lighting (not my strongest suit) can anyone speak to some advice in that area? Notice anything that's really off? Especially looking for critique on the willow, does…
I spent the last fews working on a fully procedural terracotta tiles floor generator. I included four pre-made templates and an input for custom black & white image. It comes with fully customizables parameters like vegetation density, scale, tiles burying, dirtness level. 100% Substance Designer, rendered with Marmoset…
Vegetation needs some fake subsurface skattering ;) Shadows on leaves r too dark. U can fix that by adding a little bit of self-illumination to leaves' shader. U can plug the diffuse into the Emissive channel, but first u could Multiply it with a low-value constant in order to control the "subtleness" of self-illumination.
Tried to unify the colours a bit both with itself and with the rest of the juggernaut set. Scrapped the baked vegetation as it looked shit and I've tried a more hand-painted approach that's a bit closer to Dota's own trees. Think I need to make it a less densely covered and perhaps add a few more in, as it's kinda clumpy…
hi, how to create this scene that your texture are not titable? your texture is not titable? from far your towers are not titable textures.how? my texture in buildings ,can see titable textures.!(how to improve?) how to create Vegetation texture for your rocks? how to create Waves for your sea? thanks help me!