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Going to the Art Institute of Vancouver studying 3D Modeling for Animation and Games. Gamer on the side (When homework doesn't control my existence). Want modeling help? Give me a shout! Fav Game: TC:E (True Combat:Elite a tactical realism shooter). Unreal fan. Nu-Metal <3

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Report RSS Dry_Desert_Scene (view original)
Dry_Desert_Scene
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AlCool Author
AlCool - - 3,112 comments

If u look carefully towards the top left or right, you can see the line where it goes from poly to normal map. You would never get this close to the edge anyways.

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booman
booman - - 3,651 comments

Looks Friggin awesome! I love the depth of the cracks... great job with normals!

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booman
booman - - 3,651 comments

Oh, I see it now... why don't the textures line up there?
Is it a seamless tile?

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AlCool Author
AlCool - - 3,112 comments

No you see that's the trick. This is the furthers corner of the geo ground, where it becomes a flat plane with a normal map only.

That line you see is the drop off from the polygons to the flat plane, but you will never get this close to the edges and it becomes impossible to tell. Really it's just to save geometry in the shot. It only needs to go out as far as the camera can see it.I can also move it up higher so it lines up a bit more on extreme angles, but I'd need to make an edge down to block from seeing underneath the world.

Good eye BTW :D

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Description

Had some new ideas for something, so I went and built a dry desert scene. Here are some shots testing the ground and panoramic sky. I got plans for the buggy but not sure if it will be in this scene. Currently it UVs are all fed up in these shots haha.

Ground is poly close up, and in the distance is normal mapped flat terrain.

The sky is hand painted. Besides the buildings there isnt much that needs more detail, just polish.