Started by Martin, July 31, 2017, 01:33:05 am
Quote from: Dune on July 31, 2017, 01:37:20 amThe rock population is based on an object, whilst fake rocks are procedural, so for the rock object to work properly you need a high resolution (subdivide a few times), and then still, there's no real displacement in RT mode. For non-RT mode you need to be careful about your displacement; too much and the rocks burst out of their (vertex) seams.
Quote from: Dune on July 31, 2017, 01:54:51 amNice works, are the buildings yours? I guess you're using bumpmapping (so RT mode) here, which goes a long way. Only where you glance past the sides of a wall, you see there's no real displacement. If the buildings are really high poly (not just one side as one polygon), displacement works as well.
Quote from: Dune on July 31, 2017, 07:40:18 amCool stuff.
Quote from: inkydigit on July 31, 2017, 10:52:14 amVery cool! I love the ruin texture, some great ideas, look forward to seeing more:)
Quote from: Kadri on July 31, 2017, 11:08:36 amYou might have seen this thread maybe. Quite a read but it could be useful for your work. http://www.planetside.co.uk/forums/index.php/topic,20213.0.htmlThere are many other threads too about displacement with objects if you search of course. Nice work and models Martin.Edit: here is another one with Matt's response:http://www.planetside.co.uk/forums/index.php/topic,19431.15.html
Quote from: J_Con on July 31, 2017, 02:28:34 pmNice models. The modular nature of them is pretty cool. Would be nice see them in a Forrest. Taller structures protruding above the canopy and smaller structures in dappled light. A lot of work, I am getting tired just thinking about it . I will add it to my bucket list.