Hi there,
My next handpainted project is going to be inspired by Diablo 3's environments and considering I've been a big fan of the desolate sands art since the I first discovered it, it's probably going to be something close to it

So I've been doing some tests and experiments, first focusing on finding a very productive workflow and optimizing a lot the texture and memory usage but I ran into a few questions that I couldn't answer. Since I'm not a pro in that kind of stuff, I figured out I would ask you guys your opinion on a few things technical questions that came to my mind while wandering the desolate sands. :poly141:
Of course I'm not necessarily asking you to answer all my questions but I would be grateful if you could give me some clues on a few of them

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7 -

Thanks a lot

Replies
http://youtu.be/J8Ey8RCEUVo?t=33m10s
For instance in 7, we can see borders are made of floating geometries and looking at the silhouette, it has clearly a very low tri count. However the sand (where I made a circle) is blending both on the ground mesh and border mesh so flawlessy, that I can't imagine it being done with vertex blending. I don't see how they could have matched the borders topology to the ground so that vertex painting looks that seamless, right ? It more look likes a giant decal displayed on top of the ground and border meshes... ?
many keyareas are alsways the same
my guess is they have some unique decals to blend this special areas with the random generated areas, and for the random generated areas they use tileable stuff, which gets used over and over again to break it up
would be nice if someone who worked on this could give us some insight on how it was done