mtrxl
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Posts: 59
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Post by mtrxl on Jun 15, 2016 18:31:55 GMT
I was actually thinking about importing them directly from my modeller, its a lot easier then using imposters. hawk.
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mtrxl
Full Member
Posts: 59
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Post by mtrxl on Jun 15, 2016 20:00:18 GMT
Day 5 log: Texturing mountains.... Does they look OK?
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Post by commended on Jun 18, 2016 11:26:06 GMT
mtrxl Looks awesome, can't wait
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Post by Famer on Jun 19, 2016 9:00:46 GMT
Wow looks awessssssooooommmme. Good graphics you got there buddy...
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Post by TinSoldier on Jun 22, 2016 23:06:11 GMT
Not so bad but, it looks to me like the texture proportions are to large if that;s grass on the mountains.
The rocky section looks awesome though
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Post by Famer on Jun 25, 2016 1:11:27 GMT
Yeah, but the I cannot accept it. I see that he has a real hard work here!!!!! Good work buddy!!!
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 27, 2016 8:32:03 GMT
Hey, TinSoldier, did you mean that the mountains has a lot of grass and less rock??
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Post by TinSoldier on Jun 27, 2016 22:09:08 GMT
I mean the grass texture ( the grass blades) are to large, at the distance the camera is and the picture was taken, the grass should be more of just a green haze.
Imagine looking at your front lawn from a block away or more.. that's what the mountain grass should look like too.
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Post by indiedev on Jun 28, 2016 9:40:50 GMT
Oh, and a little LOD design. Can u tell the difference? From the right.... First one is actual mesh, with 512px texture. Second one is same mesh, but 256 px tex. Third one's face count is reduced. And tex is 128 px. what is the advanatge of that over using mip maps for LOD - is it that you want different LOD distances on different meshes?
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 28, 2016 19:12:25 GMT
I wish we had a lawn. Anyway, i'll retexture them, thanks TinSoldier .
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mtrxl
Full Member
Posts: 59
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Post by mtrxl on Jun 28, 2016 19:13:44 GMT
Yes, i want to reduce polycount in that way. indiedev
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Post by indiedev on Jun 29, 2016 9:52:12 GMT
the clouds look awesome, but the grass is a bit too bright green i think, maybe just try reducing saturation or adding some brown tones for a more grungy realistic color unless that's not what you want.
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mtrxl
Full Member
Posts: 59
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Post by mtrxl on Jun 29, 2016 21:31:52 GMT
There are gray grungy parts, they are just not in the ss's. indiedevI'll post new ss's/video soon...
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Post by indiedev on Jun 30, 2016 5:44:58 GMT
i can see the grey rock and some brown patches, but the bright green areas seem to be worst in the 1st pic where it is slanted at an angle to the cam at base and left edge, it's so green it almost looks radioactive there - that's a common problem with textures that look great face on but loose detail at angles. also the 2nd pic looks right with the close up hills, but the hill on the right is too green, if it's the same texture on both all you can do is try to work around it by changing the color balance to something in between.
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