I'm really curious what everyone thinks about the grass in DOTA 2? Does anybody have any thoughts of how it was achieved? Multiple textures? All grass assets? Or do you think all of the ground itself is several large meshes and each part is unique and individually painted without the use of the same textures?
I can tell that the flowers, and some of the grass are actual assets, due to the shadows, etc. But I'm curious about the rest of it as it blends in so well.
Would it be possible to achieve something like that with just a few textures?
Any thoughts?
Replies
Aside from that, it's just attention to color palette with assets blending in with the terrain.
Also the fact that the game uses a single perspective, helps with their positioning of the assets so they only really need to make it look good from one angle.
My guess at least.
this, in addition to attention to color palette, like Rai said, and a good usage of overall materials achieves this final result and is probably why it looks so good
also, it's valve.
Does anyone have access to the stamps/maps they use for this? I'd love to see how they do theirs, and how the blending works...
Some methods here
http://www.polycount.com/forum/showthread.php?p=1852983#post1852983
You won't get the blending shader, and probably not the vertex color either, but you might be able to extract the textures.
than there appears to be some good old fashion decals for tufts of grass placed by the LD.
if you are doing this for UDK, i can show you a material function i made a long while back that does exactly this in a more versatile way, since i got paintable influence and paintable falloff.
a good way to make the texture map to go along with it is to use a baked heightmap, or hand painted hight map, so you can have things fill low areas / crevices first.