Friday, 24 May 2013
Wednesday, 15 May 2013
Thursday, 18 April 2013
I have now baked AO, Normal and cavity maps for all rocks in xNormal, in addition i have baked in AO maps from max to get full range shadows. a range of noise maps have been used in the diffuse, as they add texture, but have no recognizable patters, keeping seams invisible. To build the low poly models i used decimation master in zbrush, i chose this as it keeps silhouettes more intact at lower tricounts than max's pro optimize. and also i wanted reasonably high tricount as these will be seen very close, so manually retopologing will have been too time consuming, also there would have been no benefit of a quaded structure.
Low poly, no textures
Monday, 25 March 2013
For texturing foliage I've used a mixture of highpoly modeling/baking to get crisp clean normals, and photo textures taken by myself. for the trees I've made displacement maps from the normals using crazybump. I'm going to use these in cry-engine with dx11 tessellation to get some nice "gnarled" looking bark. for the trees I'm planning on vertex painting the leaves to get some controlled movement into them for a more life like feel.
Monday, 4 March 2013
I used world machine primarily for its texture generating tools, but I also used its erosion function to create small scale gulleys and trenches.
Working from my own photos and Google earth I hand painted the diffuse defining materials such as heather, grass, stone and dirt.
Terrain in Cryengine