Secluded Cove (stylized environment)

Hey everyone. Sharing a project I’ve been working on for a while now.

Still plenty of work to do. The green on the rocks is temporary. Just added vertex painting to the rock material.

feedback/crits are more than welcome. Thanks for looking!

Got some texture blending working on the rock material. Still needs work but getting there.

First pass on the moss texture. Need to do a bunch of material cleanup. I think I can improve the transition from moss to rock as well.

Looks exactly like I’m back playing Worms 3D. Looking so atmospheric and chillful!

I would have made some color corrects though. Looks like scene needs more AO and little postprocess coloring job for making it even cooler.

Thanks Unlimion, I will play with the AO.

Played with the lighting a bit. Added a dead tree and a little shrub. Materials on them are very placeholder.


Looks better.

Next step is to make water more ‘toonish’ closer to overall pic style. Amiright?)

Thanks Unlimion

Took a break to do some old fashioned hand painting but I’m back. Made some improvements to the landscape material and added another texture as well. Still have work to do on the textures.

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Made a particle to handle the clouds and a fire. Working on improving the lighting again and I ran into a small problem. I think its a problem. My detail lighting turned super gray and I can’t see the effect of any normals.

Here is my scene with just lighting.
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And here is detail lighting.
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Figured out the super grey detailed lighting thing. It turns grey like that when I switch to game mode in detail lighting mode.

Mostly working on particles lately. Trying out meshes for the smoke.

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Just a little update this time.

Hey it’s looking nice and have some originality to it :slight_smile:

Would you mind explaining your process for the Cliffs and the grass layer on it ?

@Elzean Thanks! For the cliffs I sculpted a few different large rock shapes. I baked normal maps for most of them. In Unreal I am using a triplanar projection to apply the rock texture to the sides and grass to the top. There is also a node that allows you to control the grass blend based on the normal map as well. I followed someones tutorial for the material setup but I can’t remember off the top of my head.

Got a batch of updates. Mostly working on one of my trees. Foliage on the midsize tree is temporary. Probably going to be slowing down on this scene to work on the Worlds challenge.




Trying out another approach to water.

Texture updates.

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Everything is awesome loooking. I think personally the round trees kind of throw off the others. If I was a player I would probably gravitate my movement more towards the trees with definition. I’m not sure what type of game this will be. The moons realism seems to offset the environment. As one thing is realistic. The smoke is really good coming from the fire.

@thandkinsjr Thanks! I will look into making the moon feel a little more stylized.

Mostly working on the foliage.

Tangent space normals enabled
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Tangent space normals disabled
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Running into some sort of issue with the lighting now, not sure if its material or lighting based.

Updates, Fixed foliage lighting. Texture passes on the landscape and rock materials. Still want to do another pass or 2 all the leaves foliage. Getting close to happy but I think the scale needs work.
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Making some progress on the foliage.