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3D Rocky Hills Environment Pack - Development Thread

Discussion in 'Art Assets In Progress' started by florianalexandru05, Jan 23, 2016.

  1. florianalexandru05

    florianalexandru05

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    So I made 2 essential tiles for the pack...









    On another note I started making the grass, which will help me make the rest of the tiles. Needs a bit of variations but mesh grass on the terrain is way better than the texture grass Unity has.




    Will be done soon!
     
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  2. florianalexandru05

    florianalexandru05

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    Good news people, I finished V1 of the pack! Will upload in one to 2 days max!

    Screenshot_24.jpg Screenshot_26.jpg Screenshot_28.jpg
     
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  3. camta005

    camta005

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    Awesome, looks great!
     
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  4. florianalexandru05

    florianalexandru05

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    Unfortunately I didn't get to have good functional trees and grass mesh but I'll add AAA trees and vegetation on the next update. Final price will be 40$ but for now I'll keep it at around 30 or less.

    Just playing around to see how things fit, I'll make a proper level soon.
     
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  5. florianalexandru05

    florianalexandru05

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    Finding some good lighting for my scene...

    Screenshot_30.jpg Screenshot_31.jpg
     
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  6. florianalexandru05

    florianalexandru05

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    Just submitted the pack for review last night!

    Final images:









     

    Attached Files:

    Last edited: Feb 13, 2018
  7. florianalexandru05

    florianalexandru05

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  8. S4G4N

    S4G4N

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  9. Jesper-Nielsen

    Jesper-Nielsen

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    Looks great. I already played with the free version and it's awesome. Is it intended as a total replacement for the free version or does it contain entirely different models - and if so will they work well together? Also are future updates included?
     
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  10. fancyferret

    fancyferret

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    Great work on all those textures! They look fantastic!
     
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  11. florianalexandru05

    florianalexandru05

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    It's not intended to be a total replacement! The free pack contains only a few models from the pro while the pro has those models with better topology and textures as well as alot more, like modular boulders, etc. I think both packs would work fine together. The only things that won't match is the stuff from the "legacy project" as they where made for a mobile game project way before I intended to make this one. So short answer is, it includes some of the same models improved and alot of new models as well. The only thing I regret is that I wasn't able to make AAA trees yet as I require to purchase a tool from the store myself so consider this more of a rock pack at the moment. I plan on adding a lot to this pack and set it at the initial value of 40$ after I added AAA trees and vegetation.
    Thanks! :D
    Thanks man, good luck to all of us! <3
     
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  12. Klarax

    Klarax

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    where are you with wind simulation?
     
  13. florianalexandru05

    florianalexandru05

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    I'm in the middle of moving to Spain this month so most likely I'll get back to work sometimes next month or another + month. For now or for a while I'm not working, it's my vacation time. I might be back to work sooner than I say but I'll make a announcement about it when I do.
     
  14. florianalexandru05

    florianalexandru05

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    The first thing I'll do when I get on the computer is make the tree I have so far with working unity terrain wind and update it as soon as possible, that should be simple and fast...
     
    Last edited: Jun 14, 2018
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  15. florianalexandru05

    florianalexandru05

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    [UPDATE] My plane flight is on 9 July so I'll be getting back to work as soon as I get home that month!
     
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  16. florianalexandru05

    florianalexandru05

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    Just arrived home in Spain, my flight got delayed (typical with plane flights sometimes) so I had to change my flight 5 days later but I'm here now and will start working soon!
     
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  17. S4G4N

    S4G4N

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    Welcome back
     
  18. florianalexandru05

    florianalexandru05

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    Thanks sir Forge!! Now I just got to settle down a bit and set up my new computer, then it's work time!
     
  19. florianalexandru05

    florianalexandru05

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    Alright, took me a while to install all my software but I started working on something. Started making ground meshes.
     

    Attached Files:

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  20. florianalexandru05

    florianalexandru05

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    Ground mesh A Test!
     

    Attached Files:

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  21. florianalexandru05

    florianalexandru05

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    So this is how the mesh turned out, it could actually be used as a splat or even terrain texture.

    Early material test




    In Unity




    More renders



     
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  22. florianalexandru05

    florianalexandru05

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    Ok now it's a mesh!!







    Close Ups:







    On another note I think I found a way to have wind for my trees.
     
  23. florianalexandru05

    florianalexandru05

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    Made some simple rocks that I covered with fast moss for my other ground meshes, will be mesh parts to include in the pack.







    I also removed the grass from some of the modular rock and cliff models so there will be a version without grass to and tomorrow I'll attempt to import my first "Custom Tree Importer" that works with wind.
     
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  24. DBarlok

    DBarlok

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  25. florianalexandru05

    florianalexandru05

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    Good news guys, I found a legit way to add wind to plants and trees without the need for Unity terrain! I'm gonna use Custom Tree Importer, now it's settled, I did my research and even got to do some tests with a friend that already bought it, it's really a fabulous tool! I prepared my tree for when I'm gonna buy, so far so good, time to make all my plants and trees till then.
     
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  26. camta005

    camta005

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    Good idea, CTI seemed to work well for Baldinoboy.
     
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  27. florianalexandru05

    florianalexandru05

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    CTI is just what I need, I know there might be other tree solutions out there but this is good enough to make my nature look AAA! : )))

    Anyway I remade the tree stump texture into something more HQ. Having that improvised texture from when I rushed to upload the pack was really bothering me.

     
  28. florianalexandru05

    florianalexandru05

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    Started making the new trees now. Made a slightly different bending of the trunk also, using particles I am able to randomize my branches. I think I might make fall and winter variations. Now all I have to do is make a few more different trees of the same type by remaking new trunks and spreading random particles.

     
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  29. florianalexandru05

    florianalexandru05

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    I'm converting to metalness workflow, it looks like the best one, even for nature despite the small extra shine it really looks fine. I'm also using a merged map for metalness as I noticed the HD render pipeline has maps like that.
     

    Attached Files:

  30. florianalexandru05

    florianalexandru05

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    Finally started to make my base texture for the beech tree. I got the scratches and some molds down, I'll make more variations for more trunk age and tearing.

    ~Model in wip~
    (retro looking stuff)




    Snow here I'm playing with more SEGI. I'm actually glad I changed to the standard shader, it doesn't look bad!


     
    Last edited: Sep 13, 2018
  31. florianalexandru05

    florianalexandru05

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    SEGI_04.jpg SEGI_05.jpg SEGI_06.jpg SEGI_07.jpg SEGI_08.jpg Ok, I realized I can use the texture from the detail mesh as terrain tile. Makes for a good muddy material, some puddles would be nice now.


     
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  32. florianalexandru05

    florianalexandru05

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    finished modeling the tree, I did the rest of the roots from the sculpt but I didn't snapshot it, also modeling leaves.
     

    Attached Files:

  33. florianalexandru05

    florianalexandru05

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    Beech Tree Leaves

    Leaf with tree variations for my beech tree model.
    Modeled in blender and texture with substance designer.
    I have to admit I got a bit lazy on the cells and just inexcusably tiled them with a 256px texture but at that small size, no one will be able to tell! All I need is a leaf generator in substance and I can spread them all around my environment and add them to the tree of course. I might update them with more edge cutout.

    RHE_Leaves01.jpg
     

    Attached Files:

  34. florianalexandru05

    florianalexandru05

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    Ok, scrap every screenshot so far!!! Book of the dead has really good lighting. My models look proper in it. I have a lot to learn!

    RHE_SC-91b.jpg RHE_SC-92.png
     
  35. florianalexandru05

    florianalexandru05

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    Used a generic human model as a scale reference. so far I got an ok scale.
     

    Attached Files:

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  36. florianalexandru05

    florianalexandru05

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    I pushed unity real-time rendering to the limit with this simple hack I made, more like a trick for myself tbh...
    I like the way SEGI treats emission and GI as real lighting and not some washed out lightmap, it helps give some definition to the normals where you have shadows but what it was missing was contact-shadows. I couldn't buy a AAA pack from the store so I come up with my own free solution by overlaying ambient occlusion effects on top of each other until I got soft shadows/AO. The effect isn't too accurate but it's better than nothing. (SEGI + post processing + my contact shadow hack)



    Gi boost




    Sharp






     
    Last edited: Aug 29, 2018
  37. florianalexandru05

    florianalexandru05

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    Here are my new renders with the new workflow!





    Comparison images of unity forward rendering with GI and PP off and my GI on.


     
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  38. florianalexandru05

    florianalexandru05

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    Beech tree mesh done. This is one hell of a crazy mesh, 20 to 19 thousand faces.






     
  39. florianalexandru05

    florianalexandru05

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    Work in progress for my new tree!
    Textures made in substance designer and painted in Substance Painter.
    Still, need a few slight adjustments and some branch cards for more realism. I made the branch mesh as simple as possible because the cards will compensate a lot.

     
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  40. florianalexandru05

    florianalexandru05

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    Ok, I noticed I need to bend the branches a bit more and add a few loops and fixes, tree still not done! Also here is the ref used:
     

    Attached Files:

  41. florianalexandru05

    florianalexandru05

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  42. florianalexandru05

    florianalexandru05

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    Using painter it's very easy to paint substances on top of echo other with normal and height maps.



    Also, dirt generators and edge wear are amazing~!



    And some more screenshots for your desktops...



     
  43. florianalexandru05

    florianalexandru05

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    I'm finally the owner of CTI pack, just bought it.

    Here's my first test of how the trees are gonna look like with wind and proper foliage shader:

     
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  44. florianalexandru05

    florianalexandru05

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    In my quest for better lighting I have found a way to make my light looks really natural using HDR. I was going for a overcast lighting and it was easy to achieve in real time with basically no light with the help of one HDRI sky and SEGI.

    screen_2520x1184_2018-09-16_23-48-49.jpg

    No HD vid as of yet!



    I want to finish this pack already but I need to have more content to make a forest/hills.
     
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  45. florianalexandru05

    florianalexandru05

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    Did a lot of lighting tests and I'm paying with lighting calibration I will use as presents for my scenes.

    screen_2520x1184_2018-09-16_23-11-24b.jpg screen_2520x1184_2018-09-16_23-36-38.jpg screen_2520x1184_2018-09-16_23-25-34.jpg screen_2520x1184_2018-09-16_23-27-01.jpg
    Oh btw, I bough a indie license for substnace so I'll do substance heavy now!!
     
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  46. florianalexandru05

    florianalexandru05

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    Ok back here more updates soon:

    RHE_Leaves03.jpg RHE_Leaves04.jpg RHE_Leaves05.jpg
     
  47. florianalexandru05

    florianalexandru05

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    Last edited: Oct 24, 2018
  48. florianalexandru05

    florianalexandru05

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    Tile nr.2:









     
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  49. florianalexandru05

    florianalexandru05

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    Mesh leaves...


     
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  50. florianalexandru05

    florianalexandru05

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    Got something really cool going with these meshes!









     
    Last edited: Jan 11, 2019
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