Lots of updates, water material lots of improvements and fixes. Most notably for me in the proper settings from the docs to use refraction. Tree's updated trunks, and added water vegetation. Oh also made the blue part of the crop plant larger.
House kit has gotten over the hump. I've marked it "done" for now, but it will, of course, be a continuing work in progress. Moved back over to nature. Made a pond and started getting some water veg. I kinda like how its shaping up. Also re-working the colors of the terrain, but more on that later.
Notes from a friend:
- Stronger edge wear broken up
- More saturation
- 1-2-3 tones per texture
- Push roof tile rand tones
- Push cooler colors in roof darks
- Subtle rock tonal shift between stones
Well the going feels slow, but every day I progress forward. This is a small sample of the kit. Making another 2 houses out of it. The crane and white wall textures are not done, no collision meshes etc. Still work to do but getting much closer. I think my mistake was thinking this would be fast.
Building kit has been a bear to finish. Its moving forwards, but woohf lot of pieces, lots of UV's lots of textures to manage... getting there. Now doing high rez bakes for all objects. Doors and Windows done, Roof Tiles done. Stone work to do, and walls to do yet. Here's a sneak peak at one of the houses as it stands in Maya. New proportions from the old style that matches the character much better I think.
Sprint ended with me just not making it on all that was listed. Got a lot done as you can see on the trello, but not the 3 buildings. I'll change that to the building kit and move it to the next sprint. Also Andrew will start taking part in the sprints helping to get more momentum.
Trying out the terrain material, which shows me a lot of the good, but more importantly what all need work/re-working. I have a lot of comments on this, it needs
- rock textures
- dirt texture
- a paintable dense rock/pebbles
- sparse grass either as a swap or in a addition to (might be a wish list)
- material parameter collection is erroring for me right now, but need that for rock/terrain color testing.
- smooth some edges on the road and path rocks, too "poly" looking
- terrain material needs height lerps to get rid of the soft blends.
Fire Part 1 from destruct007 on Vimeo . Here we start with the basics of fluid fire in maya. We just get the ball rolling, but it should ...
Overburn technique video tutorial from destruct007 on Vimeo . From Peter Shipkov's Overburn technique (maybe not the first to do it b...
I'm pretty happy with how this turned out. Water material for a low poly style.