Hi ,
Can you tell us the dimensions of your terrain? Also, how did you make/set up the background mountains?
Hi ,
Can you tell us the dimensions of your terrain? Also, how did you make/set up the background mountains?
Thanks for the great critique Xaragoth. It really helps me think about where to go next with the scene. the valley fog is really simple it just a plane with an alpha texture and depth fade old trick are still the best tricks.
[=Xaragoth;134677]
One thing you can improve upon is that your backdrop mountains look very repetitive/c&p in their silouhette right now (first pic: both left, center right one - second pic: both left, big one and the right ones - (same for third)).
The other would be that you need some texture variation for the ground, especially the green parts. Everything is the same tone mix of green and grey. No earth and stretches. A river or waterfall might help as well, since it would create a variation of colors going through (and gives you a nice centerpiece that could lead the eye towards your big split mountain). Maybe a tip of snow on the top of the highest mountain?
Tree scale has been mentioned, so you know that one.
I really like the valley fog effect, would love a breakdown of that
Otherwise really great work
Some really great terrain work!
Would love to see some basic break downs of how you built the scene
Also all the tree types seem a bit strange for such a green seemingly moist place. How about some jungle trees for such a lush Environment? or like Xaragoth said get some ground material break up with snow and a more mountainous California look!
Over all though great work!
[=RyanWatkins;135035]
Thanks for the great critique Xaragoth. It really helps me think about where to go next with the scene. the valley fog is really simple it just a plane with an alpha texture and depth fade old trick are still the best tricks.
You dirty, dirty cheater you Thought it was actually a particle. Well done
Hey , the terrain is 4033*4033, I created the background mountains in World Machian, sculpted them in zbrush and then made a low poly meshes from the sculpt. they have 1 to 1 diff and normal maps
[=;134874]
Hi ,
Can you tell us the dimensions of your terrain? Also, how did you make/set up the background mountains?
Want to be there
[=RyanWatkins;135810]
Hey , the terrain is 4033*4033, I created the background mountain in World Machian then sculpted them in zbrush and make low meshes from the sculpt they have 1 to 1 diff and normal maps
can you please make a tuto for how to do that?
Hopefully one day you will
[=;136893]
Want to be there
Some really interesting shapes going on there, nice work!
What program are you using for making the rocks and the terrain? Zbrush/Max/Maya? Also…if you use Zbrush, are you working with dynamesh or with subdivision levels?
Btw, looks EPIC!
The rocks where created using several techniques, the more photoreal rocks at the beginning of the thread where created with Agisoft PhotoScan Agisoft Metashape: Agisoft Metashape and zbrush. The new volcanic rock where sculpted in zBrush. I use both dynamesh and subdivision. I start with dynamesh to get the forms then subdivide for the details. the terrain was created using World Machine.
[=ZackStefy;137201]
What program are you using for making the rocks and the terrain? Zbrush/Max/Maya? Also…if you use Zbrush, are you working with dynamesh or with subdivision levels?
Btw, looks EPIC!
[=RyanWatkins;138936]
The rocks where created using several techniques, the more photoreal rocks at the beginning of the thread where created with Agisoft PhotoScan Agisoft Metashape: Agisoft Metashape and zbrush. The new volcanic rock where sculpted in zBrush. I use both dynamesh and subdivision. I start with dynamesh to get the forms then subdivide for the details. the terrain was created using World Machine.
How good are the meshes created from PhotoScan? I imagine they come out as low poly meshes that approximate the shape, but how good is it at getting the details modeled?
I think it is great for speeding up the process, giving you a base to work from, but programs like concern me a little bit. I worry it will one day replace artists for (some) modeling tasks, most of these would be for mundane objects. With 3d scanning tech and the likes become cheaper solutions as well, I guess it is bound to happen.
has nothing to do with your project of course, which is stunning by the way, absolutely love it! I was just wondering how useful it is and what you think about it as someone who has actually used it before.
I would really love to see a screen shot of your landscape material. I have yet to find a good way to get all the maps I export from world machine(color, flow, etc) to overlay and set layer coverage in ue4.
The meshes from PhotoScan are very dense and have an amazing amount of detail.
I don’t feel tools like photoscan will ever replace artist, its still only a tool and its completely worthless unless its in the hands of an artist that can use it a apply it. Personal I get really excited about tools like these and help me push my art it new heights.
[=;138974]
How good are the meshes created from PhotoScan? I imagine they come out as low poly meshes that approximate the shape, but how good is it at getting the details modeled?
I think it is great for speeding up the process, giving you a base to work from, but programs like concern me a little bit. I worry it will one day replace artists for (some) modeling tasks, most of these would be for mundane objects. With 3d scanning tech and the likes become cheaper solutions as well, I guess it is bound to happen.
has nothing to do with your project of course, which is stunning by the way, absolutely love it! I was just wondering how useful it is and what you think about it as someone who has actually used it before.
I just used the material from the Landscape sample scene. I had a little trouble figuring it out so I started thread to answer some question
[=Montreseur;140908]
I would really love to see a screen shot of your landscape material. I have yet to find a good way to get all the maps I export from world machine(color, flow, etc) to overlay and set layer coverage in ue4.
Hello, I’ve learned doing photoscans with my dslr, but I have no 3D modeling experience, so your advice is to give up? I really was looking for a way to compensate my lack of skills in that field
I think you misunderstood me. Photoscan is great! use it and learn how to use it well. My point was that a tool can never replace an artist. Artist are there to use the tools.
[=;141033]
Hello, I’ve learned doing photoscans with my dslr, but I have no 3D modeling experience, so your advice is to give up? I really was looking for a way to compensate my lack of skills in that field
Thanks for the encouraging words! My last question is, do I need to learn UV stuffs and texturing in order you achieve acceptable results with 3D scans? Here some of my work
Just bringing assets to the engine is such a hard job, when you’re alone trying to do everything by yourself
Cool scans . what are you using to do the photoscaning?
You will defiantly need to learn and use some sort of 3d modeling package to clean up the models and layout UV’s. The raw data from any photo scanning software is not going to be very efficient with poly count or texture usage and will have many errors that will need to be fixed.
I use zBrush to clean up my data from Photoscan. I delete bad or unwanted, fix holes, create low poly meshes with uv’s and create normal and displacement maps.
Just keep at it and keep learning. Creating game assets is a lot of work but the more you work with it and practice the easier it will become I have been creating 3d art for 8 years now.
[=;141060]
Thanks for the encouraging words! My last question is, do I need to learn UV stuffs and texturing in order you achieve acceptable results with 3D scans? Here some of my work
Just bringing assets to the engine is such a hard job, when you’re alone trying to do everything by yourself