WiP in WiP, post your screenshots!

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
The off-grid models contrast way too much with the straight edges on the brushwork. Maybe texturing the models and geometry differently from each other will make it make more sense? Or simplifying the model?

Doing some displacements on that geometry will fix that right up.
I'm actually really diggin' those rock models, make the ground itself a tad more jagged and you'll have a pretty looking map.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,989
if rexy does something, everyone else either wants to do it, or wants what rexy did

life truth #06

Edit:

i want to make an envirotest for trinity now
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,534
It's going to look at a lot better when they're all displaced, and there's a lot more color variation to come, some vegetation, some surprises, but you can kind of look at this to get the idea down:

blendmodulate_demo_01.jpg

zig_env_test_06.jpg
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Saw on polycount then came here to see you posted here and thought you would be giving us a little gift... *coughrockscough*
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
You could've func_detail'd it and cordon'd a cube around it. Would've been interesting o-o

Why cordone, it took up well outside the boundaries in hammer. (More than 37,000+ Hammer Units)
 

Huckle

L3: Member
May 31, 2010
149
101
haigusy.jpg


And 2nd cap is "outside" again! Now with 30% extra rocks!

God, I'm so bad at making my mind up, I already have new ideas on what it should look like.
 

Huckle

L3: Member
May 31, 2010
149
101
Is that bridge and the droP down the only way onto the point?

Nope, there is a path around the back of the rock just to the left of the point, you can also see a few pixels a bunch of crates that allow you to jump up the side.