This is more of a test than a real scene and still a WIP. The 2 foreground tree trunks are e-engineered xFrog types with a focus on heightening the 3D aspect. (finally figured out my bump-mapping technique was all wrong). Grass is my own creation (using xFrog) and also re-engineered with input from my daughter who is a horticulturalist. Still working on the foreground debris (using xFrog and Blender).
C&C welcome.
The tree bark looks good...............wanna share?
The bump on the right tree is great (though a bit too much perhaps), but on the left tree it's a bit repetitive. You could try adding another image map shader between part and default shader, calling another bark type (or knotholes, damaged bark, moss, whatever), set to UV as well, set a little bump also, repeated (don't know by heart if that's necessary), and mask that by a world space PF (experiment with contrast , noise and size). Gives nice variation.
@ Dune: Took me awhile to figure out how to make your suggestion work, but this image shows your advice was spot-on. Thanks!
Next step is to work out the ground clutter.
Nice details here; and, the ground will make it better.
I think the testing is done for the moment. I'm pretty happy with the re-engineered trees (foreground) and new grass. Also created some debris limbs in xFrog and Blender and some new brambles (which really don't show up very well here. Added another layer of small stones and re-colored the clover blossoms from yellow to white. Especially appreciative for Dune's guidance on getting rid of the repetitiveness of the tree bark.
Very good. The reworking has helped a lot.
Nice work Mason