Hi I'm a 3D designer with
Mad Labyrinth Studios, while I might not post here, I do browse the forums a lot to see everyone's wonderful works. I've just launched a project on
Kickstarter & Greenlight called
TREE HUGGER, and I was hoping some people would come out to support us. As this is a learning/sharing environment I'd be happy to answer any questions that people have about the modeling/animating/texturing etc that I can!
TREE HUGGER is a
Counter-Style Tower Defense game where you command troops instead of building the towers. You gather resources and
build up your base to
send waves of forest creatures to
destroy the towers
your enemies have built.
You are a powerful Druid, Caedmon Mariadec, who is fed up with the medieval Kings taking over and destroying your lands.
Fight and get your land back from these corrupted kings! Cast spells, recruit mercenaries, explore different biomes, find hidden objects, push your luck at the wishing well, but most of all, destroy towers and kings with your own armies!
The game is filled with unique units and buildings. Unlike the typical tower defense your focus is on building up your base and sending out troops, so we've made
12 unique units all with their own personalities and animations, and
16 buildings to go with them.
If you want more in-depth looks at the creatures or buildings check out our
website or the
facebook!
The kickstarter can be found
here with a lot more information on the game and gameplay!
The Greenlight if you'd like to vote us up can be found
here.
We are using Unity3D engine for the game and Blender for the modeling, texturing, and animating.
Replies
The smooth texutre blending comes from using Unity's Terrain instead of an imported or tiled terrain. This allow us the best blending options for the ground, especially since we have transition levels where it needs to blend between two different biomes (ex. forest and snow biomes). If you play with the different brush options and lower the opacity of the brush to 5-8 it tends to blend a lot smoother. Honestly unless I go below 10 I don't see much opacity at all. Brush size seems to be important when it comes to the softest of the brushes (top left default brush) so that you can get the blend without it mudding up the other textures.
If this doesn't quite cover what you were wanting or if you have anymore questions, please let us know!