This is a video of a
high resolution scene that utilizes normal
map casting, bump offset techniques,
and diffuse maps combined with occlusion maps to
enhance self-shadowing and other details.
These work in conjunction with the specular
maps that give the surfaces
varying amounts of shine
and increases the
crispness of detail. Light mapping
is added over the top of
all this in a second UV
channel for the large shadows cast on the terrain and the
Mobile Bunker Unit to increase the
realism of the lighting.
these texture maps through the use of a series of complex
custom material networks that I created,
including the animated water shader with
78 different material node instructions.
The content is deceivingly efficient for
the lushness of the foliage. There
is actually less foliage than it appears
as the bulk of the foliage sprites are
lining the edges of the the cliffs
silhouettes. Also, the foliage sprites
throughout the terrain are strategically
enhance the profiles of terrain features
and to hide UV mapping seams.
But how I am able to get away with a
little for a lot is that the foliage
sprites blend together with matching
terrain tile textures, such as vines,
leaves and roots to deepen the illusion. I created all this using Maya
2008, Photoshop, Z-Brush and Crazy Bump.
I then put it all together in the
Unreal 3 Video Game Editor. With
the exception of the sky dome, I custom
made from scratch all aspects of this