Hi, here’s first test for my fantasy world, It’s not a game, just one zone that I want to create. I use unity, maya and photoshop. In few days I will add elements like walls, towers, houses, signs…
I use unity indy version, and to simulate shadows, I bake all lighting in maya (shadows + occlusion).
To simulate tree’s shadows, I take a screenshot of the top vue in editor and I switch to overdraw mode to localize trees and place them manually in maya.
Then I bake lightmap.
When I use Pixel mode for terrain lighting, lightmap near the camera disappear.
And I have some overlapping problem with grasses (2 or 3 sprites are at the same position, resulting flickering problem)
Ha, yes, “flying” tree will be fixed in next version
Yes, you have to decide between lightmapping and pixel lighting. In the Indie version, that sucks and your best option is to go to lightmap-only.
Your terrain is a bit too CGI-like in the mountain tops. Try to use a higher erosion in whatever heightmap generator you’re using and smooth it out a little.
Very nice! The terrain has a very high amount of details and the grass looks very cool. Some of it looks a bit too saturated (too vivid green for snowy mountains) other than that, it looks awesome.
The lack of shadows in Indie version is something that really :evil: you are probably wasting 25% of your time just having to work around a silly issue like shadows.
Good job! I get an erie sense of the “Never Ending Story” towers that zap the crap out of people who are not worthy. That onimous feeling of doom if you cross between them.
Hi, today I added rocks to blend terrain and towers. The goal is to hide terrain’s stretching effect when when the heights vary widely. It’s not completely finished but I go well.
2 pictures:
Unfortunately I am not using this kind of shadow on the ground because lightmaps in pixel mode disappears.
I prefer to use the shadows of trees calculated directly in the lightmap.
Otherwise, this scene is not a game, it’s just to create a little zone.