Here’s a little cul-de-sac scene I built this week.
http://hometime.net/cul-de-sac.html
Edit: Original scene has been updated.
Here’s a little cul-de-sac scene I built this week.
http://hometime.net/cul-de-sac.html
Edit: Original scene has been updated.
What kind of look are you going for?
If it’s realistic, you have a good way to go. The lighting is odd, no depth in it. The trees and grass are good, though the terrain needs a bit of smoothing here and there.
The overall layout is nice, though it needs more detail to come alive. Some shrubs or flowers, maybe.
Well, some realism, though I know it’s limited.
I think I have the ambient lighting at too bright a color for the lighting to have the depth, I do think that needs changing.
I will try smoothing the terrain, hopefully it won’t cause it to pull away from the driveways,
that is a lot of tedious work getting it to work along the slope, there should be some tool for making slopes on the terrain.
I know it needs more detail, though there is a play area up by one of the houses (where the children’s voices get louder),
did you see that? If you wait long enough the (sound of the) ice cream truck comes by.
As for flowers and bushes they seem kind of unreal in Unity at least the ones I’ve tried.
Thanks for the comments.
Edit: Could be the textures on the houses are lacking depth because they are not baked in Max, they seem too ambient.
Sounds like a likely reason, yes.
I never build terrain in Unity. Use a terrain generator for the heightmap and then post-process in Photoshop to add the specific features you need.
That’s a nice detail. Maybe you just have too many of your details hidden away behind or next to houses? Depending on what the game is going to be like, that might be ok. At the moment, when you spawn in the middle of the road, there’s little detail to see right away.
Updated version now at the link:
http://hometime.net/cul-de-sac.html
If you’ve gone to the link before be sure to hit refresh for the updated text on the page.