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I really like the combination of the blocky entities and smooth terrain, it makes it seem more interesting than something which is just all blocks (which might also get written off quite quickly as another Minecraft clone!).
I also really like the fourth image because of the grass, it adds a little extra too it which makes it feel more immersive and the combination of the smooth floor, blocky trees and populous grass makes a really nice trio!
The only thing I’m not sure about is the mountains, I feel they’re too pointy for hills but don’t have the rockiness of real mountains, maybe that’s why I like the fourth image the most! Perhaps some straighter, maybe more jagged edges or a different texture for the peak of the mountain might help create the right effect?
What the images you show that you wanna recreate have are different looks. You’re using shadows… shading, etc. You want a toon shader or something similar to have flat colors and such.
I think the first voxel approach is much more appealing than the new organic approach.
@ Jamster, thank you. I took it one step further after finding a shader which took the texture from that terrain and then blocked it all up, which helps tie in the trees with the ground. Making the transition with vegetation not so extreme.
The mountains are actually sand dunes lol. Hard to tell though so early on without context clues. Mountain elements will actually be mesh model.
I plan to do several interations of the grass as I don’t want to crutch on it too much to cover up terrain.
@ Arrow, I am interested to see your thoughts on the new terrain as it allows blocky + organic.
Today’s Update: After about 12 hours, I feel the past few weeks of bashing my face against terrain over and over again is starting to pay off. Ran into shader issues, which slowed things down, but also sped things up. I also used the feedback of Arrow and Jamster to see if I couldn’t somehow come up with something in the middle.
Lots to do, decided we need a shader guy on the team, as it would be helpful with custom shaders.
Here is the current one I have someone I know working on.
@ Arrow & Antoine - vignetting has now been reduced.
While I am here, here is some of the head customizations, your character will be able to get/change tattoo’s, contacts or eye color, and cut hair differently with the proper item.
Today I added a twitch stream so you can join and see me while I work on the project. Plus I finished another new animal within the project to send off to the animator.
I have been stuck for a couple weeks now, over 40 hours worth of effort with some problem.
I have posted for helped and tried to seek assistance yet, none to be had :(.
I have tried importing as .png and .psd, and following the tutorial. Unity - Manual: Importing Textures Additionally I have tried removing mipmap, and using point, bilinear, and trilinear filters. No success :(.
What I found that was pecular is my grass which never went into photoshop, I instead rendered it out of Qubicle, had black lines. However…
After I imported the flowers the grass fixed itself… WTF?!
So now the grass looks right, however I don’t know how to get alphas to import clean consistently, and a lot of the work needing done is alpha/vegetation.
I have spent 40+ hours on the problem and so much of that could have gone into actually just creating lots of new content.
If I could get this figured out then I would have this nice lush environments all done up without the white lines killing the scene
Things are coming along. However some graphic artifact is still occurring. Grass is fine until you import a third grass texture and then it will cause thin green lines at the very top of the texture edge.
Which becomes highly disruptive where grass is dense. If anyone knows the cause, your help would be greatly appreciated.
Now that lines at top of textures are fixed vegetation is progressing well.
You will see vegetation is starting to have a little variety and is looking less flat.
Today colonist set up a drop pod to serve as an outpost for operations. Solar panels have been attached, the ramp opened, and equipment and terminals are currently being salvaged to act as service station interface points.
Today was more relaxing after the grueling grind lately.
Been a lot of fixing this and that and doing design documents etc.
One of the team members had mentioned frustration with the ground check on the character controller over the past week. So to make things a little more relaxing for him I created some couches on our test platform for him to rest on.
Also as we are getting ready to start another recruitment drive for team members in the next week, I decided to add a nice welcome sign to greet them when they access the test platform each time.
Today started rough drafts of the game UI, which will be used for the login, menu, inventory etc. The idea is to use a smartwatch. Ignore the wristband, just a placeholder for the watch face to attach to. This is just initial concept, not final design.
So this week has been more work on the character controller. Jump and Run toggle has been fixed. Going down hills now works correctly, going up them is now an issue :). I have been hammering away on the GUI! woot woot!
I had a blooper which caused Mark to have to redo the functionality for turning left and right ooops… sorry Mark XD.
Since Mark has been doing such a good job bug hunting and making mods to the camera and character controller, decided to award him with a little prank today for all his hard work.
You see Mark recently watched the last Alien movie, so I left him a little face hugger in the bathroom.