I've started on some revisions to the foliage scene. So far, I've mainly edited the lighting and worked on some debris meshes to add more height variation to the ground.
I also made a few custom ground materials to better fit the environment that I'm referencing.
To create the ground debris, I used a mix of meshes and a material that I painted under them.
Debris atlas sculpt and material. |
Ground debris meshes. |
Using the atlas that I made, I generated the underlying material in Substance Designer with the Atlas Scatter node.
In this case, I basically layered multiple Atlas Scatters together. This gave me some control over the layering. For instance, on the lowest layer, I set height scale to .25 to keep it dark on the texture. On the highest layer, I set the height scale to 1 to make it as bright as possible.
I used a similar technique for the leaves, but this time I only used two layers. To give it some depth, I made the bottom layer less saturated than the top.
I think this small showcase scene is almost finished. Next I'm going to make a turtle sculpture and some mushrooms to place by the center tree. After that, I'm going to start on a full forest scene.
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