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Proof a few good props can go a long way! Looks great.
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, triangle,
449 Posts,
Join Date May 2010,
Location Tennessee
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Great work so far, i got a question. I'm working on similar assets and get mipmapping issues in udk. All is fine in max but in udk i have to disable mipmaps to maintain sharp detail on my alpha maps (softmasked). I tried a negative lodbias in the texture but it doesn't seem to do anything. How do you maintain the sharp detail on your leaves/needles without disabling mipmapping?
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, null,
2 Posts,
Join Date Oct 2011,
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This is looking awesome, I wonder what it would like in the cryengine. 
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, triangle,
370 Posts,
Join Date Feb 2011,
Location Ohio
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It is really coming along, looking forward to seeing more.
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, vertex,
41 Posts,
Join Date Feb 2012,
Location kansas :(
, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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Hey Marq really great scene so far, it's coming along really well.
I don't really have any critiques for you, but a co-worker just shared this with me, and I wanted to pass it on to you - http://udn.epicgames.com/Three/ColorGrading.html
I think it may help tie your scene together a little more with regards to color. And if your already using it then just ignore me, lol. 
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, dedicated polycounter,
1,398 Posts,
Join Date Apr 2009,
Location Ontario Canada
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looking awesome man.
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, spline,
207 Posts,
Join Date Oct 2011,
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great progress!
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, polygon,
508 Posts,
Join Date Feb 2012,
Location Australia
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This looks lovely!
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, polycounter,
813 Posts,
Join Date Jan 2010,
Location UK
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nice work dude. for me the path is abit too noisy and maybe the blending of the grass to the path could use abit more love.
love the water edge but the water itself seams too transparent, but then i haven't rad the whole thread so i don't know what stage its at.
keep the updates coming!
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, triangle,
270 Posts,
Join Date Oct 2004,
Location Canada
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Pretty fancy scene so far. As others have said though, the dirt paths could use a lot of work. Either give the texture some more love and do some blend masking or use decals instead. Do you plan on working on the mountains more too? Right now they're pretty ugly compared to the great foliage you have. I would probably just ditch the mountains and keep it all forest/lakeside.
Also here's a quick color grading I did to make the scene not quite so washed out. You could do something like this pretty easily using that link Brandon posted a few posts up.

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, card carrying polycounter,
2,344 Posts,
Join Date Aug 2008,
Location Chico, California
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My only critique is that I think that the dirt-path looks a tad plain compared to the grassy areas. Maybe have it with a more pronounced height-map or some more detail. It also seems to be repeating, or having a grain which goes against the direction of the actual path.
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, line,
80 Posts,
Join Date Oct 2011,
Location Plymouth, UK
, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
|
i kinda like the lighting from post #130 more than the current one. it looked like fairly normal sunrise and stronger light gave the scene more depth.
now the environment (especially the building) just looks more bland.
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, polygon,
668 Posts,
Join Date Oct 2011,
Location Wroclaw, Poland
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Wow, I really like this scene. Like most other people have mentioned, the main thing I can see that could do with improving, is the dirt pathways. Maybe breaking it up a bit with smaller and larger chunks of dirt/stones would make it a little more visually interesting.
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, spline,
103 Posts,
Join Date Nov 2011,
Location Gloucestershire, UK
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Looking good.
-Your dirt path texture feels to be of a lesser density than everything else around it.
-Try and not be as liberal with your grass and foliage placement. Use it to pull the eye around to areas of the world rather than giving it an even scattering of grass. Clump them together near important places then open the terrain up to show just the ground in less important spaces. By doing so you should find that the piece becomes even more interesting to look at when you're leading our eye around more so than what is happening now.
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, Administrator,
8,660 Posts,
Join Date Oct 2004,
Location Toronto, Canada
, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
|
Hey man, really cool work especially on the grass, Keep going!
Last edited by Kuki; 05-04-2012 at 09:52 AM..
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, line,
90 Posts,
Join Date May 2010,
Location Italy
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Is this the place where all the good people go when they die ? Man, awesome......!!!!!!
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, spline,
110 Posts,
Join Date Apr 2009,
Location Pasadena, CA
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freaking amazing, you should try a night version or something.
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I love how this has come along.
But one thing I would mention is the path again in your first image (sorry!). The larger stones in the middle of the path would be more trodden into the ground or pushed to the sides.
At the moment, it still looks a bit fake.
I only pick on small points as the piece as a whole looks stunning 
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
|

Some more work done on the lighting as well as some better placement of props. Expect more final updates and new props soon as I get back online on my pc.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
|
Now that is what a NEXT gen game is supposed to be looking like! At least from the perspective of showing what you can do with great artwork without as much geometry constraints. I like the composition as well (at least from this static shot!)
Great work.
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, line,
58 Posts,
Join Date Dec 2010,
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man you sure turned this into a gorgeous environment =p right click save as...
any plan on doing some breakdowns of it?
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, spline,
194 Posts,
Join Date Mar 2010,
Location Savannah, GA
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I will be doing some breakdowns as soon as everything is finalized.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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