A very good start! I follow!
Thanks! I appreciate the support
Your tech art stuff is so neat! The gradient tile gen is super cool, looking forward to seeing how it develops.
Thank you! I am glad that you like it, Ill try to write more about it as I continue to develop it
A very good start! I follow!
#Update 55 - Art style struggleI had a hard time yesterday trying to figure out how to put levels together in an efficient and nice way. And at the same time create an art style that is interesting and sticks out from the crowd.
I also worked on the tiling tool, which feels done at the moment.
Tile based tool So yesterday I mentioned shortly that I had some issues in the background mesh where the sewing did not quite work. Well it turns out that the gradient that I created in paint.net does not create coherent colors for each horizontal line. Even though it was only a really small different, it ended up meaning that the edge where two meshes connect is visible.
I solved this by using Inkscape instead, which works with vector graphics and created coherent gradient values.
I also had to make sure that the normal map is tiled, otherwise it ends up with the same problem of having some vertices being offset at the edges.
No gap between tiles.
6 tiles put together. They partly depend on world space coordinates to create some differences.
Using different gradients to elevate the mesh.
Art style Prototype 1. Too much going on.
Prototype 2. Still too much going on.
Prototype 3. Background is too detailed and draws too much of the attention.
Prototype 4. Welcome back to the early 2000nds.
Prototype 5. Less distracted by the background. Starting to like where this is heading.
Prototype 6. Added shadows.
There are so many things that end up being troublesome though, just to get it to work the way I want it to.
- When you offset vertices in the shader, the camera will cull those objects depending on the original mesh shape. This creates a very nasty popping effect.
- For each type of tile, you will need to create a separate material. And then if you want different normal maps on similar tiles, well then thats a new material.
- Vertices being offset differently because image editing software (paint.net and apparently photoshop when a friend tried it) does not create perfect gradients.
A bit of a rant, but I thought it could be interesting to know about stuff that comes up from all of this
Final Funny thing that could be used for deforming the landscape when something happens in the game.