Would be nice if you added a bunch more trees to the far left and right (circled in red), to give it that dense forest feel. I also think you could reduce global illumination to darken the shadows slightly.
Forest pro sample looks much more dense. Perhaps if you seek bright and vivid look for the ground cover you can increase saturation for the albedo maps and add more chunks of grass too the scene.
Gmanx, I'm curious where you've been hearing this. Indeed games can render more polygons these days, you could probably get away with a small tree alone in a courtyard, but not if you're talking about a forest.
I decided I actually would make some trees for the forest environment. I'm still not satisfied with this one, but I've been at it for daaays... Figuring out exactly what I want to do with it has not been easy.
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had looks like a side profile of a "small house" was that the intention. I feel the final bottom part could be used for some sort of info, seems like wasted space to make, yes i am very late but better that never receiving a comment. Perhaps a lot more color playing, pink nearing towards a redish might be best to stand…
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I'm trying to simulate light coming through the canopy of a forest and get those nice scattered rays. Using a gel image I've got the pattern on the ground I want but the shaft is still a cone. Any thoughts? Thank you so much!
playing with some procedural grass. I eventually want to make the oasis more of a hub with just the town and a bunch of spokes or pathways to other levels and I want to move some of the more forest-y sections to other levels like the one below.
Hello, well sometimes you do see the bottom of a plant. For example, when you are walking in a forest with very tall trees. They are also there just in case somebody wants the actual scanned underside on their plant, or to get the unique values of the underside for an automatic shader :) .