In the last couple days I’ve broken down and reassembled the texturing and height generation systems. It’s got some quite nice results, even in these early stages. I got rid of the old cartoony look, turned up the texture resolution, and added a bit of lighting.
Still needs a bit of work - the hard transitions between the textures needs to be modulated with some more noise, and the choice of textures themselves need careful attention. I’m quite pleased with the direction, though.
In addition to the new texturing, the new noise system has some nice features. Higher terrain is bumpier, and lower terrain is flatter. So, you get nice flat bits (comparitivly speaking) next to the water. And another level of high-frequency noise is added when you get close enough, meaning that the flat curves of the old system when you get to the 1m level are gone.




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