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A scenery I've made with Unity 5

Discussion in 'Works In Progress - Archive' started by elmar1028, Mar 12, 2015.

  1. elmar1028

    elmar1028

    Joined:
    Nov 21, 2013
    Posts:
    2,353
    After several days of playing with Unity 5 I decided to make some random scene.

    Several hours later and here what I got:



    What do you think I need to work on? :D
     
    protopop likes this.
  2. Hoegbo

    Hoegbo

    Joined:
    Jan 21, 2012
    Posts:
    62
    A good start.

    I can see the tiling of the texture, try mixing some grass textures and other rock/dirt textures to reduce tiling or swap teh texture
    maybe add a road or some sort of "scaffolding " up to the house and some rocks coming up from the sea
    tip: reference images are nice for inspiration, google northern norway for some awesome coastline nature.
    I found this.

    upload_2015-3-12_16-2-26.png
     
  3. theANMATOR2b

    theANMATOR2b

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    Jul 12, 2014
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    Agree with everything Hoegbo stated. The reflection needs to be muted/blurred/diffused quite a bit also.
    Most lighthouse paintings usually have an eye leading rickety fence to direct the eye up to the lighthouse and often an old row boat propped upon the shore.

    If you could use some type of mix/blend material for the water, along the ground bank for the white wash, that would add a lot of realism as well.

    In addition to some rocky outcroppings, some grass (mesh) patches would also break up the silhouette smoothness of the land.

    The building is nicely shaded.
     
  4. elmar1028

    elmar1028

    Joined:
    Nov 21, 2013
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    Water is my biggest concern. I don't know how to make reflections blurred or stop its normal maps repeating over and over.

    If any of you guys know any alternative to this water I would be glad :)
     
  5. theANMATOR2b

    theANMATOR2b

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    No Unity specific solution, but the best way to eliminate repetitive tiling is a larger normal map, procedural mapping, and/or mix/blend mapping.
    I haven't dealt with any water solutions or shaders for that matter, so I'm unsure about the blur for reflections also. Can you put the sky map you used into an image editing software package, blur it up good, and put it in the reflection slot of the material/shader of the water, and match it's tiling/offset to the sky map?
    Sorry, I know these are vague, but maybe will lead you into a proper Unity solution.