some of my colleagues and me got an entry in the current polycount escape challenge
see all the details in the thread.
here is a collage of the scene we want to make
[update]
screenz of the textures i will use for the environments
[update]
some realtime material tests in our engine
i tried to sculpt the bulges of the rock in mudbox and overlay the rest with a diffuse extracted normal. came out waaaaaay to hard though..but i did it in a rush. it needs more love, then it will turn out ok
here is the offset map of the ground. it works best, when it is very blurry
[Update]
This blogpost will get too big in the future, so now it has its own page on this blog
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