Hi there, I have a question. I'm using Maya and Unity for our mobile game development. We are quite new in 3D (before this we mostly do projects in 2D), so this may seem to be quite noob question ;
How to make beautiful scenery / environment for small scale level? Notice in the attachment, I just be able to use the the terrain from Unity, and seamless grass pattern. It looks too flat, uninteresting, and no variation. I want to create many elements in one texture but I don't know that, afraid that it kills optimization for mobile.
Tried looking for tutorials but couldn't find any suitable (mostly for AAA quality). How do you guys do this?
Replies
-Better textures
-Some interesting toony shader from the unity asset store
I know light mapping, better textures and stuff, but I was hoping for explanation particularly on variations in one terrain
Textures are going to be the biggest performance hog so find tricky ways to abuse your textures, look into atlasing or tiling.
Learn color theory. You don't have any special effects or post processing to make your game pretty so the materials need to standout on their own and work with each other.
Texture splatting, which means blending 2 or more tiled textures together on the same surface, is a good method and fairly inexpensive to render in realtime.
http://wiki.polycount.com/wiki/MultiTexture
Rim light or fresnel shaders look really beatiful on cartoon environments IMHO. Just try what can you do with these and improve it.
As i see you need to make better lighting too, play with gi settings, get rid of those dark shadows and try to smooth your shadows.
I had in mind to paint everything in one large map, not sure if its a good idea though.
This blog post might help you.
http://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-defining-rifts-visual-style
Notice that their style is very "painterly". This requires strong painting skills. We have some tutorials here about stylistic texture painting:
http://wiki.polycount.com/wiki/TexturingTutorials#Painting_Stylistic_Textures
It's really the art skill (painting) that makes the difference here.
Some tutorials about this method:
http://wiki.polycount.com/wiki/MultiTexture#Sub-Tiles
Create your landscape model, then apply UVs that tile. Then decide how you want to use your textures. There are many methods. Which do you want to use?
http://wiki.polycount.com/wiki/MultiTexture
Depends on which shaders are available to you. What game engine is this? What are your limitations? Are you working with a programmer? If so, ask them what shaders you can use.
http://wiki.polycount.com/wiki/Shaders
What if I do something like this? Is the whole ground texture using the same texture map?
I want to find tutorial to do something like this but I don't know the right term. Fantasy environment?
Oh snap, I don't even knows what that means. Googling doesn't help me
I just watched this. So does that means like few boxes of color in one texture map u just place certain vertices in uv mapping to match the color? Ive tried that once but it doesnt look the art style i wanted. But i might have to compromise my drawcall
We have some tutorials here
http://wiki.polycount.com/wiki/Vertex_color