I edited the tiling scale to match the tiling of the ground. I followed this low poly rock creation tutorial by Stas Gailunas, imported the meshes, and applied a material that was similar to the ground. My next step was to create a few rock variations. Another handy feature is the ability to adjust the Texture Tiling on the fly without having to change the mesh UVs! If you see no changes happening in the viewport, ensure that the Speedy Viewport icon is off. I changed the Displacement module to Height and Subdivision to Flat, then adjusted the Scale and Tessellation sliders until it looked good. I mainly relied on displacement mapping to get nice height detail throughout the ground. I used a couple of materials with different displacement textures and slight albedo tints to maximize variation. I knew I wanted a sci-fi, Mars inspired planet, so I created several large, low poly plane meshes with varying angulations and imported them into Toolbag. Once I was happy with the character model, I started throwing together an environment to ground the character in a world. This is an incredibly effective way to push your project presentation to another level! Environment Creationįirst up was the environment creation phase. This article will cover the process of how to create in-game style renders by utilizing character animations, camera pans, environment art, and overlaying UI/HUD elements in Photoshop. Toolbag makes iteration and scene setup super quick, which makes it my go-to program. I’ve worked with both real-time and offline rendering, and Toolbag is an essential part of my real-time workflow. My passion is character art, but I really enjoy working on environments, shaders, and technical art as well. I have an incredible amount of love for creating art, and I’m constantly interested in learning new methods and techniques. I have been in the games industry for over 10 years now. Hey everyone! My name is Cody Alday and I am a 3D Artist based in Australia.
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