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Modular Cliffs

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  • replied
    Update 1.1 is finally live, with all the changes that I listed above.
    Please let me know what you think about it, either here or on email. Is it adding things that you find useful? What would you like to see in the next update? I already have a few things on the list, like adding another big cliff module, making another scene version that's completely compatible with forward renderer,... but I'm still looking for more ideas. I will also most probably continue to play around with the materials, adding and improving them.
    Thank you all!

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  • replied
    Update 1.1 has been submitted, it should go live shortly. Will post again when it's live.

    What's new:

    - Added the ability to paint wetness on all the cliffs and rocks. This is done by removing red vertex color:
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    - Added a new medium sized rock:
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    - Added a new master material for cliffs and rocks which has a much more pronounced tileable overlay detail layer. It fades with the distance from the object so it doesn't affect the looks of the object from afar. Many parameters like fade distance, opacity, normal intensity and others are exposed in material instances and tweakable.

    - Removed the cross hair from the UI when playing the demo map.

    - Painted some additional detail into the biggest cliff's base albedo texture to take better advantage of the texture size.

    I hope you will find it useful. Will let you know when the update goes live!
    Last edited by RaaYaar; 05-02-2017, 12:47 AM.

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  • replied
    It's great to hear that, thank you!

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  • replied
    Originally posted by Arturogalaxy View Post
    Hi RaaYaar, I'm sorry, I am especially talking about texture detail / definition. It seems too low at short distances considering the size of each mesh. I hope you can solve this issue, I must say that beside that fact, the quality, beauty and versatility of this asset is awesome.
    Thank you! As for the texture resolution from up close, you'll be happy to hear that I am testing another version of cliff master material that addresses this issue specifically. The detail material will be more pronounced than the one in the current cliff material. I will be including this version into the upcoming update which I will probably submit tomorrow, so it should be live soon. I will keep you posted!

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  • replied
    Hi RaaYaar, I'm sorry, I am especially talking about texture detail / definition. It seems too low at short distances considering the size of each mesh. I hope you can solve this issue, I must say that beside that fact, the quality, beauty and versatility of this asset is awesome.

    Leave a comment:


  • replied
    Originally posted by Arturogalaxy View Post
    Hi, I have just bought this asset, I see that the detail of the meshes is too low, specially when you are near of a mesh. I could assume it is about optimization, but it was a little shock for me because I expected more quality, so I would like you to give a little words about this fact so I can understand it. Thank you.
    Hi there,
    Are you talking about the polygon count? Would you like to have higher density meshes? I can add a higher poly version of each mesh in the next update, just let me know if this is what you need. Or send me an email to ales.cgmontreal(at)gmail.com to discuss your needs.

    There are also some changes coming in the update that I'm working on: I painted some additional detail to the albedo texture of the biggest cliff to make it look higher res. Another thing that I'm adding is the ability to vertex paint wetness on cliffs and rocks. More details coming soon.
    Last edited by RaaYaar; 04-29-2017, 08:41 PM.

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  • replied
    Hi, I have just bought this asset, I see that the detail of the meshes is too low, specially when you are near of a mesh. I could assume it is about optimization, but it was a little shock for me because I expected more quality, so I would like you to give a little words about this fact so I can understand it. Thank you.

    Leave a comment:


  • replied
    that was it thanks yes FWR would be nice since I am mainly doing VR stuff, hopefully in the next next update

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  • replied
    Originally posted by QWRKi View Post
    I bought the assets but the water and the landscape material isn't showing up properlly
    any ideas ?
    Are you using forward renderer? Epic's water blueprint is not supported in FWR. Landscape materials are limited to 2 layers per tile, so you can make it work by only applying two layers in each landscape tile. I tried it, it can be done with a bit of planning.

    I will actually look into making this whole scene forward renderer compatible, in a separate level... But it probably won't make it into the upcoming update.
    Last edited by RaaYaar; 04-28-2017, 07:09 PM.

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  • replied
    I bought the assets but the water and the landscape material isn't showing up properlly
    any ideas ?

    Leave a comment:


  • replied
    Originally posted by macoll View Post
    Yep thanks for this, very cool infos
    Originally posted by Thunderstruck View Post
    Thanks for the aticle and for this awesome asset, I love the Istrian coast...
    Thank you, guys, I hope it's helpful

    Originally posted by CoquiGames View Post
    Looks amazing! Please make a video showing the modularity for those of us interested
    Thanks! Yes, it's still on my to-do list, but I need to finish the update first... Soon

    Leave a comment:


  • replied
    Looks amazing! Please make a video showing the modularity for those of us interested

    Leave a comment:


  • replied
    Thanks for the aticle and for this awesome asset, I love the Istrian coast...

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  • replied
    Yep thanks for this, very cool infos

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  • replied
    Update - an interview about the process of making the assets and the scene is now live here:
    https://80.lv/articles/modular-photo...onment-design/

    Leave a comment:

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