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, 24 February 2014
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.
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