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Bunker Lip Subtlety


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#1 DPRoberts

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Posted 08 October 2018 - 02:47 PM

Mike posted a few teasers of PG2 and for whatever reason the bunker caught my attention. I've fiddled in the past with bunker lip adjustments to make something appear more "dug out" from a mesh standpoint but wanted to show a "faux" shadow that can be added by utilizing the "Pot" layer.

 

Mike's teaser

5yHXA5D.jpg

 

Typical in game with PG1 (bunker at Muirfield Village)

VMz44WP.jpg

 

Small tweak to give more ledged appearance to the bunker lip

dDwPpAk.jpg

 

Could probably shorten the Blend on the "Pot" layer a smidge as I'm exaggerating that shadow with it. Layers library settings for the above effect. It's casting an 8 cm shadow and should probably be 3-4 cm. You also have to create a layer that will be your shadow used for the "Pot" dropdown. Mine is a clone of my bunker layer just set to a darker value using "Main Color"

 

oMFPTDn.png

 

I have no idea why I still fiddle with these things...


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#2 NoPutt

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Posted 08 October 2018 - 05:05 PM

I like it, and you fiddle with these things so that

one day Kiawah will one day be a final with

turf effects, bunker subtleties, and morning mist.


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Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#3 Mike Jones

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Posted 08 October 2018 - 05:43 PM

Nice DP. I'll keep posting more pictures if it keeps you thinking of cool stuff!

 

CF2 also has a randomisation of bunker lips too which as with all things CF can be customised to create realistic variations rather than a cookie cutter look although I hadn't applied them to that pic I posted.


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#4 DPRoberts

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Posted 08 October 2018 - 09:43 PM

Substance Designer trial running out...problem is that it seems to be best designed for smaller objects. Can create highly detailed procedural textures and is much more convenient for on the fly changes than Photoshop. Can cheat a bit for our needs and just use it to create diffuse patterns or extract normals that match a diffuse texture. Or, just use detail textures or normals with stuff we already have available.

 

Here is a very basic run at a sand texture with rake lines. Obviously, would be better suited to have more variation and blow some sand around. This would be freshly furrowed...

OcxKjIL.png

 

In game, I've only used its normal against some other textures I've used for sand along the way. If I match a normal and diffuse it looks beautiful but since the CF texture generation runs a second map 90 degrees to it, a waffle look is created so I'm not showing that.

QcXCJ4L.jpg

 

Haven't decided if I'll pay to keep messing around with it yet...


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#5 jt83

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Posted 09 October 2018 - 01:42 AM

I have no idea why I still fiddle with these things...

 

To benefit the rest of us!

 

That said, more courses from you would be good...I'm sure efforts that you'd consider second rate would be just fine  :)


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#6 DPRoberts

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Posted 22 October 2018 - 04:09 AM

Still trying to educate myself with Substance Designer and Painter...I've created a procedural bunker "smart material" that I can use to skin a bunker mesh. I touch up the texture with a small dusting on one of the masks to add a little variation on the slopes at the end. It amounts to about 2 minutes of hand painting work per bunker. I really need to do some field study getting some good photos. If anyone has some good images of rustic bunkers, I'd love a few good references.

 

In Game View Unity

t193kkO.jpg

 

In Substance Painter

yKnZU5f.jpg


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#7 IanK

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Posted 22 October 2018 - 06:30 AM

Nice DP. I'll keep posting more pictures if it keeps you thinking of cool stuff!


Isn't that all that many people have been asking for Mike? It seems by that statement that you don't have any restrictions on what photos you post. I say, "please show us as many photos of PG2 as you can"
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#8 johnmeyer

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Posted 22 October 2018 - 08:14 AM

That looks so good DPR.. sterling work as always


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#9 NoPutt

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Posted 22 October 2018 - 09:27 AM

APPLAUSE!!!!


Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#10 Dazmaniac

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Posted 22 October 2018 - 04:33 PM

Damn DPR. That bunker giving TGC2019 a run for its money.

:lol:
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