Hello everyone,
I recently played the Links Awakening remake on the switch and I was in awe of the art style they chose and began to wonder how different things were realized.
Today I was thinking about how I could implement a warped floor plane that uses tiles. Look at this example from the game I was talking about:
What would be a good strategy to implement such an inclining floor plane while still using tiled graphics? Even in blender I could not come up with a good solution:
I) Blender only
- Have the flat floor geometry consisting of a quad mesh
- Raising and lowering intividual vertices to have a nice slope
- Split up the quads
- Unwrap all quads, scale and reposition UVs (repeat hundreds of times)
II) Blender only
- Create quads for the individual tiles
- Unwrap, scale and reposition UVs to fit on the tile map
- Clone tiles and slowly build up the floor plane
- Build the slope geometry underneath
- Project all the quads onto the slope geometry and delete it (no smooth normals :/)
III) Blender + Unity + Tiled
- Create the slope geometry and save vertex information as a height map
- Create the flat floor geometry in Blender
- Modify UV coordinates via script to get the texture right
- Height-displace the vertices via shader …
All methods are far from being convenient and too abstract for level-building …
What would be a good approach for this problem?
BR,
Andrej