Wednesday, 17 December 2014

Proof of concept

I've started working on a proof of concept asset, which I will take through the entire pipeline in order to refine style choices and test the pipeline. I chose the cliff/rocky outcrop seen in the background of this frame as it's relatively simple but still provides a good variety of shapes and textures.


So far, I have modeled and textured the asset, although this isn't the final version as it still needs several tweaks. The modelling flagged up several issues that I had not previously thought of. To replicate the strong geometric shapes in the original image I extruded lots of panels from the model which creates lots of sharp edges. At first, I tried to make this work in smoothed mode (assuming this would look better) by adding lots of extra edge loops, however this didn't work very well and ended up making the mesh pretty messy. This render is actually in unsmoothed mode; I think for this aesthetic unsmoothed works well although I might go back and do some tests with bevelled edges to make a slightly softer line. The other main issue in modelling is the border between the cliff and the grass, which looks very harsh and unnatural. To solve this I think I need to make the surface of the grass more curved so that it hits the side of the cliff at a similar angle, not the harsh 90 degree intersection as it is now.

Texturing was a relatively simple process which combined fractal layers, photo reference, and some hand painting. I experimented with painting in cuts and lines in the front section of the cliff and using that as a bump map, which could work nicely. I need to spend more time looking into the rendering of bump and displacement maps to really make the most of these features.

Next, I need to make adjustments to the model and textures then move on the next stages. I want to try covering the ground in a grass bed using pfx which I think will make it looks much more realistic, as right now it looks like a low-res game asset. After that I will move on the lighting and rendering which is my least experienced area, so this will be a good way to practice before tackling the whole scene.

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