Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Hebrides isle environment

Discussion in 'Works In Progress - Archive' started by bgivenb, Mar 24, 2016.

  1. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Hey guys, I'm creating an environment in the style of a Hebrides island.

    I'll be posting my progress, and breaking down how I did things, so I hope somebody will find this useful.:)
    If you have and questions or critique, I'd love to hear it!


    Edit:
    Current progress pic:

     

    Attached Files:

    Last edited: Jun 2, 2016
  2. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Reference Images



    Concept:

     
    Last edited: Jun 2, 2016
  3. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Progress on the terrain in world machine. Not done yet, but it's staying true to the concept:

    With a quick color overly

     
    nxtboyIII and theANMATOR2b like this.
  4. LiquidCrystal

    LiquidCrystal

    Joined:
    Mar 20, 2016
    Posts:
    23
    More advanced animations on the grass and rocks and water can be added, but overall, it is a good one.
     
  5. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Far from finished here :)

    Update: Pulled my heightmap into blender and started sculpting the cliffs

    CliffSculpting.png
     
    nxtboyIII likes this.
  6. LiquidCrystal

    LiquidCrystal

    Joined:
    Mar 20, 2016
    Posts:
    23
    Yep, looks much better.
     
  7. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Took a few days away from this, but I'm back on it.
    Finally got around to finishing the cliff sculpt

    Progress3.png
     
  8. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    After a few mind-numbing hours of re-topology work, I have the final mesh:
    Progress4.png

    Clocks in a a hefty 10k tris. My index finger needs a rest


    Here is what it looks like with ambient occlusion baked into from the high poly. Really seeing it start to take shape
    Progress5.png
     
    Last edited: Mar 31, 2016
    nxtboyIII, one_one and Rombie like this.
  9. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    More progress on the diffuse texture.

    I masked everything off by color and the painted my textures. I used my color mask in photoshop to cup out the textures.

    Progress6.jpg


    Masking using the AO as a guide:
    Progress7.png

    Painting in my cliff texture:
    Progress8.png

    Painting in my grasses:
    Progress9.png
     
    nxtboyIII likes this.
  10. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Took a break from the texturing process to work on the lighthouse base.

    Progress10.png
     
  11. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Looking awesome, seems like a very unlikely placement for a lighthouse though : p
     
  12. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    869
    This looks quite nice, keep it up! :)
     
  13. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Thanks for the kind words :)


    This is my inspiration. I want to make it seem precarious :)

     
    Last edited: Apr 2, 2016
    theANMATOR2b and RavenOfCode like this.
  14. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Awesome picture.
     
  15. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Pulling this one out of the dustbin to complete it. Here's a quick update:

    scotsIsle.png

     
    Last edited: Jun 2, 2016
    nxtboyIII and RavenOfCode like this.
  16. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
  17. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Ok, so I needed to add some detail to the island. I didn't have a shader that would fit my needs, so I made my own. I need to switch between a rock, sand and grass detail textures while still keeping the same overall colormap and normals, and without sharp seams. Here is my solution:

    detailshot7.jpg

    Basically the shader I came up with uses a simple splat map, consisting of the just the green channel, the alpha channel, and black.
    splatmapexample.jpg

    I used this to choose between my detail textures. I then used a desaturate function to remove the color information from my detail textures, and overlayed them onto my diffuse albedo, so that they use the color from my main colormap. Examples:
    detailshot2.jpg


    detailshot3.jpg

    I'm pretty happy with how it turned out; my detail normals mix perfectly with my main normal map:

    detailshot4.jpg
     
    Last edited: Jun 2, 2016
    theANMATOR2b, nxtboyIII and mgear like this.
  18. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    detailshot1.jpg detailshot5.jpg

     
    nxtboyIII likes this.
  19. nxtboyIII

    nxtboyIII

    Joined:
    Jun 4, 2015
    Posts:
    258
  20. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Took some time to finish up the lighthouse.



    Made some color adjustments to the island:

    screen4k4.jpg
     
    Last edited: Jun 2, 2016
  21. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Quick update:
    created a nice rock pack for the environment:


    Here are a couple sketchfab scenes with the rocks (low res textures)


    This is what they look like in engine with full res textures and a detail overlay:
    rock.png

    Messing around with some placeholder vegetation as well:

    quickupdate.png

    grasses1.jpg
     
  22. bgivenb

    bgivenb

    Joined:
    Sep 15, 2010
    Posts:
    449
    Spent the day creating grass and flower prefabs. Drove around for a bit and collected specimens for a little photoshoot, and had a friend help hold the plants
    IMG_4145.png

    GrassMaskedExample.jpg Grass1Spec.png GrassMasked1NRM.png


    Grass isn't my strong suit, so I expect this will take a lot of tweaking before I' happy with it, but so far so good :)

    Grass1.jpg
     
    Last edited: Jun 7, 2016