The Coastal City - Tristan WIP

So I’m trying my hand at terrain creation again, finally going through some real world machine tutorials. Also trying to test out the lighting and atmosphere effects.

One thing i just found out is that if I don’t recapture the scene for the sky light on a tick the lighting effect from the sky light will not be correct even with the movable one. Also apparently there’s an effect that i can not reproduce when I got when I first started playing with the Atmosphere.

The effect in question:

But any way here’s my first real attempt at this stuff…

Terrain:

Atmosphere:

-Day Time:

-Sunrise:

-Night:

Cool work so far, keep it up!

Great job Shoiko! The screenshots that you are sharing look fantastic. I really liked the photos under the Atmosphere section. That Night photo looks amazing. Keep up the great work and be sure to keep us updated as you progress in the development of your terrain creation.

Okay here’s what I have so far guys/gals… Are there any female devs? Anyway… I’m really not an artist, I’m a programmer. So I would easily look at something and think its okay when a real artist would say its garbage… One thing I’m iffy on extremely is how to lay the grass/foliage around the terrain since I’m on a constraint on how much i can actually place. The texture for the foliage is what I’ve focused my efforts on. Currently I’m at a 512 image. I’m using the colorization randomizer from the speed tree mat for the color variance. I took of subsurface for the foliage following the flow of the Speed tree examples. But I opted out using the 2 sided function on the normal as this made my back lighting look black for the grass.

Since there are 22 shots I just put the best ones of the litter here…

Very harsh criticism is desired. Make me cry even!

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/10497344_10152344024519353_7495057759232034366_o.jpg~original

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/10551652_10152344024354353_7834054534475525953_o.jpg~original

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/10580850_10152344025804353_3233033703296223649_o.jpg~original

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/10505153_10152344027294353_1344598174488649340_o.jpg~original

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/1502468_10152344028514353_2350369154164272150_o.jpg~original

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/1014606_10152344028559353_2640050487429976352_o.jpg~original

http://i26.photobucket.com/albums/c118/shoiko/Facebook/The%20Coastal%20City%20Of%20Tristan/10553817_10152344029834353_6808213319013780483_o.jpg~original

Photo album 22 Image

I really dig it. The lighting on the first picture looks too flat though.

Anyways, all other pictures look really good, especially the last one, just an amazing composition with good contrast.

Usually a video might help but youtube did not let me upload this with HD quality… But here it is anyway…

Edit: … and now the HD shows up… please watch in HD thanks!

Testing City Layout














Great watershader! :slight_smile:

Not mines its from the following Tut:

Hey man,

okay…first of all, you said you are a programmer. So you are definitely doing a very good job with your composition and your assets here! Really like the style and how you place things in your world. You seem to have an eye for that :wink:

On the other hand, you asked for feedback :smiley: However…I will not make you cry^^

So, couple of things to mention here:

  • First of all…check your skylight! The lighting looks extremely uninteresting, flat and without interesting highlights. Are you using Lightmass or fully dynamic? I can give you more details about that, once I know how you want to work :wink: But you definitely need more depth and definition.
  • I would recommend looking into a distance fade material function for your landscape material to change tiling over distance and make it less obvious.
  • Make sure the grass texture of the landscape matches the average color of your grass meshes
  • How do you use the masks from worldmachine? In the material? If so, I would have some neat tricks for you that would grant you more flexibility and less texture sample wasting in your material :wink:
  • When talking about texture samples, you should definitely consider using multi maps for landscape stuff (like putting different maps into the RGB channels) if you arent already. This is also awesome for macro variations.
  • What you could check out as well is 3-way world projection of your textures. So you dont get the usual stretching on steep slopes. Instead the textures get projected from each side…quite nice^^

Yeah…other than that, I think its a very good start! Keep us posted :slight_smile:

Cheers

Thanks for the feed back:

The lighting is all dynamic. Theres a dynamic sky using a skylight and movable sun that changes intensity as it travels across the sky.

I am using world machine with a -1024 to +1024 on the scale. I’m currently looking into the landscape demo but my shader is made from material function and blended using layer mask. I am merging mast in RGBA:

My terrain material are setup with layer masks and material Functions for each texture type im not using anything to mask noise over the texture to reduse the visual tiling yet. Nor have i found any good textures that i like for these things yet:

842452f8de574fad4918bbf4b96309ce11aa9a24.jpeg

I layer these with a macro coloring and a macro normal



5a9eac00e6a5e7f9b3b19575c6732303da450616.jpeg
18388c2058c828c4938fb23f244d1655f7eccc58.jpeg

Would the 3 sided projection still work with he masked layers?

Added Textures. Learning how to do some tricks with material functions.

http://i26.photobucket.com/albums/c118/shoiko/U4_TexturedCity_0000_Layer-23_zps22a6bae0.png~original

http://i26.photobucket.com/albums/c118/shoiko/U4_TexturedCity_0004_Layer-19_zpsfd64f5c0.png~original

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