Very nice work!
I notice you don't use precomputed shadows and there are canopy shadows in your scene. If you 're using lightmass how did you achieve lighting the trees?
may i suggest that you smoothen the terrain a bit.
it seems very jagged,i don't know if that's what you were aiming for or not,but i would fix that,other than that,the map is beautiful,perfect shadows and great trees.
can't wait to see more.
Here are two more highres screenshots. There is a problem with a post effect when taking highres screenshots, some clamping issue, have to look into the material.
Other then that, all fully LODed, tweaked pretty much everything, models, material, and textures.
Next step is more detail.
That is actually the goal of this little exercise, building a concept for a workshop.
To answer some of the questions;
Post Effects, yes they are hooked up in the post material chain. Vignette, Chromatic Aberration and Grain.
Tree lighting and shadows, the trees have only vertex lighting using lightmass. All materials are set to masked, so they work correctly with the shadowing of the dominant light. The dlight is set to use realtime shadow, radius set to 500 units.
Here are a few screenshots showing; wireframe, texture density, lighting, diffuse color, beauty output and post effects. I also made a few more material tweaks and added some rock models to the scene.
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