Monday, 24 February 2014

Desert Enviro - Update 5 – It’s a middle of nowhere...

Lots of World Machine and Zbrushing last week. I'm happy with the form itself so probably won't be getting back to sculpting but I left the colours pretty desaturated, as I can tweak them with post later. There are still some problems with landscape’s diffuse boost that gives pink spots here and there, I will be looking into that next weekend. Also, I’m moving to first plan again, so more rock sculpts and ground blends coming! 

Monday, 17 February 2014

Desert Enviro - Update 4 – Cartographic pleasureZ.

Still lots of procedural repetition to break up and other issues to tackle but the new vista is shaping up! Will be adding some detail maps to the terrain and bringing all the rocks from the old scene soon.

Height = 2k; Colour = 4k; Normal = 2k 

I've set up a Polycount thread where I do breakdowns for this scene.

Sunday, 9 February 2014

Composition grid for UDK viewport

I felt like the viewport is lacking such functionality so I added composition grid overlay controlled via simple material instance.  

Plug ‘PPC_CompositionOverlay’ to your world post process chain or add ‘Mati_CompositionGrids’ as a material effect to the very end of existing post process chain.  

Hope this helps.

Saturday, 1 February 2014

Desert Enviro - Update 3 – That’s a big one.

It was a challenging week. I had a few more shots at rock sculpts but I’m still not totally satisfied with the outcomes. However, I did spend some time on shaders and developed world position based sediment gradient that helps to tie the cliff pieces together more effectively as well as add an interesting colour variation to the dry pond. I have also added some basic vegetation and ground blends.

I’m quite happy with the overall progress but it’s still a long way to the finish line. Crits welcome as always.

No update next week due to workloads at the studio.

 so gradient. much position offset. wow.