I guess you could do that with scripting or do in Photoshop manually. Just create new black bitmap that uses as alpha channel the inverted AO render (white = key). But honestly solid RGB layers are pretty common compositors, like reflection, light and or shadow maps they are usually used with blend modes in AE, PS or…
it shouldn't be too hard to give it that realist feel while still making the plains pop out at you. there is nothing worse in this type of game then losing track of your ship because it blends in to much or being unable to see an enemies before he kills you. why else do people hate stealth chars in open world pvp games.
yeah that sounds about right for the Maya equivalent. in xsi itll bring up a window with a slider for X Z and Y values which are super helpful for getting the right look. you can also link it up with a weight map so you can paint where you want the geo to randomize and have the ability to blend it into a smoother surface.
Why don't you use vertex painting for the dirt on the floor tiles? That would be easy to set up and would create some interest. Here's a link to a sweet (albeit a bit outdated) tutorial on Vertex painting. Using this technique and also blending in a mask for the cavities would create a nice effect. But this is looking…
hey interesting magazine, thanks! yeah the tile is pretty obvious, I'm planning to blend between 2 or 3 variations using custom unity shaders, we'll see how that goes. hopefully i can get some shots of the first level up soon, and maybe some gameplay (pre pre pre pre alpha of course)
Much better i agree about the coins and perhaps darken the hill dirt and chest? saturate the chest a bit more if anything it blends with the tree. Do some scan back action and when it starts blurring together then you add colors to see how much saturation it takes to make it stand out. Nice little scene, continue.
For the noise, you can use world position x-y-z and make a manual world aligned noise by using the noise node with optimized settings (fast gradient, 1-2 iterations, and plane projecting it on the 3 axes, then blending them like you would do in a standard world aligned texture function. This should not move with the camera.
Thanks for the feedback so far, I will fix the issues stated above keep checking back. I think alot of the issue is that I probably rolled over a blending option or something to throw it off. The jagged corners was not intended I think thats a either a bad slice or just me sloppy. I will look into rounding those off.
It's been an age since I've had time to sit down and work on this... Here's an update. I remade the shader for the landscape using Landscape layer blend instead of the terrain weight layers. I also made a plant that fits the theme (Though it may change in size). Please feel free to continue to critique it, any and all…
Model the in-game mesh of the skull. Create a tiling texture of bricks, and another of moss, and another of broken bricks. UV the bricks to the skull, then paint blends between the bricks/moss/broken textures. Add specific individual bricks along edges here and there to break up the silhouette, re-using the same…