Beherith wrote:Absolutely stunning work!
What did you use to make the texture?
About 98% World Machine, and 2% GIMP, thanks. It's basicly a big modifcation of the convexity selector example + basic texturing macro.
Beherith wrote:I would use some high frequency basic perlin displacement on impassable slopes to break up the flat/uninteresting edges.
A great tool in WM is making a lightmap of the full scale heightmap, then overlaying it in photoshop on the texture. It does require that you reduce the amount of lightbake on the texture before, so that the added effect of 2 lightbakes doesnt become too overpowering.
That's what you suggested in my other thread, right? I tried playing around with it but had troubles with passability and general uglyness, but I was applying it universally and not just on steep slopes. I have it saved as a macro so perhaps I can try to work something out with it.
I'm pretty much doing the lightmap work already, just within world machine using combine and then bias/gain to compensate for lighting.
AF wrote:I like the look of this. My only criticism is that the sky doesn't match the terrain, it's simply not bright enough considering the reflections int he water and the luminosity of parts of the terrain
Good point actually, I'll adjust the sky color. Thanks