Going to the Art Institute of Vancouver studying 3D Modeling for Animation and Games. Gamer on the side (When homework doesn't control my existence). Want modeling help? Give me a shout! Fav Game: TC:E (True Combat:Elite a tactical realism shooter). Unreal fan. Nu-Metal <3

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Report RSS Dry_Desert_Scene (view original)
Dry_Desert_Scene
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AlCool Author
AlCool

The builders had mere seconds put into them, unlike the smoke. Havn't found the kind of builders I want to put there. Maybe I'll just wing it.

Oh hai repeating ground. Might need to make that gap thats really noticable smaller.

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Picklock
Picklock

u can always make 2 variants of the ground texture and vertex blend them together so they don't tile as much :) maybe have the DOF ease in better between the background smokestacks and the ground plane so there isn't such a harsh line on the horizon. cool shot though!

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booman
booman

I have done that in UDK but there was a limit of two textures, otherwise it would slow down the frame rates.... which sucked because it would great to use 5 or 6 textures

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AlCool Author
AlCool

Yeah I was thinking of doing a second variant. I said it on a dif picture but, the background was made to look like it already has DOF on it, so when I add that in compositing, I won't need as much. I can unblur it if I need to thought. The horizon line does look pretty bad with no DOF on the ground plane definitely.

Thinking about it, it's the normal map and texture becoming lower values in the distance that fakes the DOF on it a bit, haha.

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Description

Had some new ideas for something, so I went and built a dry desert scene. Here are some shots testing the ground and panoramic sky. I got plans for the buggy but not sure if it will be in this scene. Currently it UVs are all fed up in these shots haha.

Ground is poly close up, and in the distance is normal mapped flat terrain.

The sky is hand painted. Besides the buildings there isnt much that needs more detail, just polish.

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AlCool
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