I modelled the door and then made high polies and baked it
down. I also baked the Floor Slice.
I textured the door in Substance painter.
I also baked the steps, and then textured these in substance
painter. I’ve also used a little bit of Bump off set in engine to Parallax these
slightly.
I
also made the rocks at this point. I sculpted these in Z-Brush starting with a
single sphere, using the move tool and Dyna mesh I deformed the sphere into the
desired shape. I then used a combination of clay tubes and the Trim tools to
create some more rocky forms. I then used the Surface Modifier to add some
Noise to the surface. This sculpt was then saved as the high poly ready for
baking. After I decimated this and then unwrapped it in Z-Brush I then exported the
result as the low poly. These were then baked in X-Normal. I then created 3 tileable
rock textures in Photoshop, these were then applied to the mesh in substance
painter. I also colour picked some moss from pictures of megaliths to add variation
and some colour.
The above picture includes the finished rock. I have since
realised that the large edges are too smooth, they need to be sharpened. There
also needs to be more visible breaking planes, delamination’s and or cleavage
planes. But as they sit they will have to do for now.
The
above image shows a developing grass material. This image demonstrated the fine
tuning that has to take place when creating foliage of this type. The above
grass looks alright but there is a single blade of grass that is visibly repeating.
This particular slice of grass will have to removed and or altered and then the
projection map of these assets will have to be repeated
This is the result of the following re bake.
So this is where I’m at with the centre
of the room, I have finished the rocks, the tree and the hill including the
grass alphas.
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