using UDK terrains as inspiration i wanted to try and get the same effect within leadwerks.
UDK's terrains can look extreamly nice, but that is fine when you have support for megatextures. This mean you have terrain building software such as world machine and others that offer features for creating massive mega textures which not only means you get unlimted layers as such, you get full procedral weathering effects, errosions, rocks etc and of course a mega normal map to make the whole terra
After finished another larger rock i decided to put a few into a scene to see how they go.
In the scene are only 3 different rocks! They all rotate and scale to create a nice non repetative scene.
All very low-poly, the newer larger rock in the back are 500 tris where as the other 2 type are 200 tris each.
Also Played with this little scene a bit more..
Thanks
Andy
Just to keep adding to the collection this is another rock, that is rotated and scaled to give the effect of multiple rocks. This one is like my others only 200 tri's.
Hi, just showing this is more of what im trying to achive in regards to "usage".
This bundle is made up of the same rock, i have made 3 sizes of, each share the same mat and textures, and rotated and places correctly means you can simply make a nice bundle without to much repetition.
And the good thing about this rock is its 200 tris!!
And here is a very quick scene put together using these rocks, at 200 tris i could have 100's of them!
Thanks
Andy
As well as enironment models, they need some nice terrain to be places upon. This is another part of the pipeline that I belive can make or break a scene. Getting natural looking terrains can be difficult but there are some excellent tools out there to help us.
One I use in world machine, once you get your head around the software its really good. Most of the time I make make a hightmap else where and use world machine to refine and add weather effects.
Another one i have used alot is we
HI, instead of me filling the forum showcase with images i have decided to start a blog with my work.
My aim is to develop so "good natural" looking models for outdoor scenes using standard or low cost software. It seems that its taken me along time to get to a point where i feel im on the right lines with the high-low game asset pipeline, im to some this comes very easy but for me who doesnt have to much time to learn, try and buy the software to do it ive had some fustrating times!
But