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    [SUBMITTED] Cliff Tower Ruins

    High quality models and textures of old buildings, ruined towers, cliffs, foliage, vines and wooden planks.
    Materials can be quickly adjusted to fit your needs. All you need to bring your environments to life.
    Walls are actual geometry, not a texture, which means you're going to have nice clear silhouette.

    All assets are hand-sculpted, with 3 levels of LOD. Textures ranging from 4k to 1k.

    Pack has been fully updated! Tiling issue fully resolved!









    Last edited by Cruddynight; 07-01-2017, 07:37 AM.
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    #2
    Hmm.
    You might want to play around a bit with noise and blending materials to get rid of the repetitiveness.
    Its something easily noticeable by even the simplest of souls, and kind of pulls you out of the experience.

    Click image for larger version

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      #3
      What do you suggest? To blend multiple pieces without noticeable tiling?
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        #4
        You might want to look in to vertex painting to get some variation on the meshes

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          #5
          I have one shader ready. Stay tuned for update.
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            #6
            I've been wanting something like this. :-)

            As was said something to break up the repetitiveness would be very appreciated, but regardless.... looking forward to it!

            *randomness = repetitiveness bah
            Last edited by Remdale; 01-16-2017, 02:24 PM.

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              #7
              Looks cool indeed, like it !
              Some vertex shading and voila...even if it is a daylight scene, you could add some torches with orange lighting at some places to break the grey uniform mood. Also, you could change the time in the day...let's say early in the morning like in the screenie i join...my two cents
              Click image for larger version

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                #8
                Orange was my first idea as well, but it doesn't look that great in this particular scene. I was going for grey, abandoned, desolated... But we will see after shader update.
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                  #9
                  This looks nice. The only thing I dislike like others have said, is the material being too repetitive on all walls.
                  But overall it's nice!

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                    #10
                    I like the grey washed out vibe myself. An early morning look, but with fog that the sun cannot pierce. Something like: http://i.imgur.com/ERMPrdS.jpg

                    Also, want to say that the more separate you make this the better. Like the tower made up of a few pieces that you have placed together and not just one piece, etc. And good collision.
                    Last edited by Remdale; 01-16-2017, 02:42 PM.

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                      #11
                      Small update with vertex painting and decals.

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                        #12
                        Originally posted by Remdale View Post
                        I like the grey washed out vibe myself. An early morning look, but with fog that the sun cannot pierce. Something like: http://i.imgur.com/ERMPrdS.jpg

                        Also, want to say that the more separate you make this the better. Like the tower made up of a few pieces that you have placed together and not just one piece, etc. And good collision.
                        They are separate, lot's of pieces =)

                        Love the mood in the picture.
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                          #13
                          Originally posted by Cruddynight View Post
                          Small update with vertex painting and decals.

                          Snip - Image of Vertex Painted Version
                          So this looks a lot better, but I think the main issue remaining is the regularity of the brickwork - if you can offset those randomly a bit on each row it would look a lot less uniform/repeating. Dunno how feasible that is at this stage but I think it would improve things a ton.
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                            #14
                            Glad to hear it about the modularity! :-) Big plus. Now if I'm honest, something about the updated look just doesn't look/feel as good to me as before when it was clean. And definitely it should be an improvement. Also second the motion for the brick patterns to be randomized somehow. I know you can use google just as well as me, but I did some poking around and found a couple images that seem particularly relevant:

                            Image 1
                            Image 2

                            These two tutorials may be relevant as well, or they may not:
                            https://www.youtube.com/watch?v=e6S4Mdu1Gi4
                            https://www.youtube.com/watch?v=YI37HpxwBY8

                            Perhaps have the algae generation be greater toward the bottom and less the further up you go? It'd definitely be great if you could do the algae as a material in UE4 vs painting it on in your other program. That may be what you are doing now, I don't know.

                            Just putting my two cents out there and trying to help. :-) Good work.

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                              #15
                              Originally posted by Remdale View Post
                              Glad to hear it about the modularity! :-) Big plus. Now if I'm honest, something about the updated look just doesn't look/feel as good to me as before when it was clean. And definitely it should be an improvement. Also second the motion for the brick patterns to be randomized somehow. I know you can use google just as well as me, but I did some poking around and found a couple images that seem particularly relevant:

                              Image 1
                              Image 2

                              These two tutorials may be relevant as well, or they may not:
                              https://www.youtube.com/watch?v=e6S4Mdu1Gi4
                              https://www.youtube.com/watch?v=YI37HpxwBY8

                              Perhaps have the algae generation be greater toward the bottom and less the further up you go? It'd definitely be great if you could do the algae as a material in UE4 vs painting it on in your other program. That may be what you are doing now, I don't know.

                              Just putting my two cents out there and trying to help. :-) Good work.
                              Thank you, the tiling here is difficult to fix, because it's not a texture, it's baked geometry. My mistake was to use smaller pattern from the beginning.

                              Originally posted by n00854180t View Post
                              So this looks a lot better, but I think the main issue remaining is the regularity of the brickwork - if you can offset those randomly a bit on each row it would look a lot less uniform/repeating. Dunno how feasible that is at this stage but I think it would improve things a ton.
                              I added a lot of smaller bricks, that can be added manually and break up the pattern. Otherwise it would take ages to rework every single piece. Which can be done, provided I have more time.
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