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Old 08-09-17, 15:26   #11
Opaque79
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OK. That's good. But I will try more variation. Lighting seems to help as well.

Speaking of lighting, I will try to experiment with colour in the room ambience. For example, the lighting here has a greenish tone to it.
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Old 08-09-17, 16:33   #12
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The greenish tone is very fitting.

Dense jungles can be quite dark, so I also think that the current "darkness" fits as well.

And then you could use slightly yellowish, or simply white, lightbulbs and downward spotlights where the opening in the foliage is. Thus creating a bit more contrast, making the lighting more interesting.
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Old 08-09-17, 16:49   #13
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Thanks. I will consider the lightbulbs where the opening is.

I retextured the cave entrance to add greenery but there are still alot of seams.

Retextured


Original


Not sure which one works best.
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Old 08-09-17, 17:04   #14
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The first one feels more like a modern game that's trying to account for its camera position.
The second one feels more natural and organic, like a real cave entrance.
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Old 08-09-17, 17:07   #15
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Quote:
Originally Posted by Tjw croft View Post
The first one feels more like a modern game that's trying to account for its camera position.
The second one feels more natural and organic, like a real cave entrance.
So that means the second image is better then?
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Old 08-09-17, 17:16   #16
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The original is better is what I'm saying.
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Old 08-09-17, 17:23   #17
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OK. I will stick to the rock textures without the greenery, thanks.
However, is it possible to make these textures seamless?
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Old 08-09-17, 17:35   #18
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I'd have to see them without lighting to answer that question. As I see them now, I see no faults.
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Old 08-09-17, 17:47   #19
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OK. Here is the comparison without the lighting.

Original


With greenery
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Old 08-09-17, 18:12   #20
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While I do prefer the slightly higher ceiling, I think it definitely needs the original rock textures on it. You can leave a bit of green on the side though, but it was better without this squared leaves surface
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