jo this course also got a lecture in stonedisplacements, but also in alpha grass.
see the results here.
The stones got some nice sandstone color
and 3d grass always needs some dark AO painted in the middle of the texture, so that it wont look flat, when placed in groups!
22.6.10
art_I_09. a broken bunker entrance of concrete..
yay, this on was alot of fun! its some crumbling concrete, HOW AWESOME THAT IS!! well, at least me likes this type of fun... :D
art_I_08..this time a puddle and a stone
o jo here another lecture about stones and puddles..it was fun and hopefully educational??
anyway, this was what we did:
The stones were made using the procedural displacement technique, thats also shown in the tutorials.
And the puddle was just a sculpt and a paint in mudbox. also the spec was painted in there.
then the maps were applied to a quad poly, which was then placed onto a landscape mesh
anyway, this was what we did:
The stones were made using the procedural displacement technique, thats also shown in the tutorials.
And the puddle was just a sculpt and a paint in mudbox. also the spec was painted in there.
then the maps were applied to a quad poly, which was then placed onto a landscape mesh
11.6.10
Gothic 3 Preproduction - Desert
- If you want to see the final technique i used for the dunes in 3dsmax, watch this Tutorial -
This is a series of screenshots from an early "Genome"-Engine built.
This is a series of screenshots from an early "Genome"-Engine built.

the rocks were "dirty" boolean objects. and the sanddunes and mapping was done by using patch grids in 3dsmax.
it took quite a while, since i found an appropriate way to build dunes in 3dsmax.
the engine was not able to give shadow or anything at this point of develpment
though the rocks were nicely shaped, they took too much geometry, and were also dirty geometry. so we didnt take them. in the end i made rock displacements in 3dsmax, and then stiched them to the dunes by hand. the sand2rock transitions were then done by vertexcolors
we colored the screens in photoshop to get a feel, what works and what does not.
Ralf Marczinczik made this nice mood paint of the desert setting. i was not able to get this look in the engine though....well, i was young and noobish ;)
10.6.10
Risen stuff
again some stuff i made for Risen. a role playing game.
its tomb i made in hurry in the last days of the development of Risen. it was a surrounding for a shrine of the undead, which was designed in a fanartwork.
all design for the tomb itself and mesh, textures, objects and lighting by the infamous: me.
The skeletons are both, bone pile texture and objects.
the lighting was mostly accentuated by the torches, which are so called "practical lights", which are lights in a scene, that have an actual shown visual source, but there are also many indirect lightsources. mainly greens
The whole tomb looks bigger than it is. actually it is one hallway, which end in a bigger room
the spiderwebs were done with alphas in photoshop.
in Gothic i always painted them. For Risen i also took free downloadable spiderweb brushes.
I also placed some fog and lightstreaks in form of particle effects
the normals were only done in photoshop. well anyway they cannot be seen very well
it was all greatly inspired by the first level of tomb raider underworld. well at least the color and wall textures..
its tomb i made in hurry in the last days of the development of Risen. it was a surrounding for a shrine of the undead, which was designed in a fanartwork.
all design for the tomb itself and mesh, textures, objects and lighting by the infamous: me.
The skeletons are both, bone pile texture and objects.
the lighting was mostly accentuated by the torches, which are so called "practical lights", which are lights in a scene, that have an actual shown visual source, but there are also many indirect lightsources. mainly greens
The whole tomb looks bigger than it is. actually it is one hallway, which end in a bigger room
the spiderwebs were done with alphas in photoshop.
in Gothic i always painted them. For Risen i also took free downloadable spiderweb brushes.
I also placed some fog and lightstreaks in form of particle effects
the normals were only done in photoshop. well anyway they cannot be seen very well
it was all greatly inspired by the first level of tomb raider underworld. well at least the color and wall textures..
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