As announced yesterday, here is the first part of a making of / progress documentation I want to post. It should show you my default workflow when I´m starting a blank area and focuses on custom textures and basic painting techniques. I won´t go into light settings for this time, since this is a chapter for itself but also a point I put a lot of work time in. So here I go...
I always start with puzzeling a heightmap in photoshop. The one I used for the island is a combination of a generic terragen terrain and a DEM image I´ve found on the internet. I have painted them together in photoshop.
Parallel to this I usually use 3DMax to make a testrender of the actual heightmap to get a better feel for the different elevations. I don´t make the heightmap very detailed at that point. Mostly I just figure out where the main feature spots should be located and if the area fits the overall topographical look I´m aming for. In this case, I was after a large tropical island, like a typical seychelles landscape. So I have surfed the net for inspirational pictures like these.
Pleased with the results I then start importing the heightmap into the toolset. Thanks to YATT, this is a piece of pie. I usually do a lot of reshaping after that for many hours to get the main pathes digged into the terrain.
Often I walk around the areas in search for good vista points. From there I start planning the features of these nice views I have found. My philosophy in all areas is to have at least one scenic view when turning around 360 degrees from every point on the map. In this picture you can probably see that I have made many changes, including adding a jungle river and a (walkable) vulcano / mountain region in the north.
I have customized every texture of this area and also a lot of grass I´m planning to use. It was very hard to get the colors right, because of my bright lightsettings. I wanted to achive a colorful look with a lot of contrast like I had seen on all the different pictures of a tropical paradise. Before, I had to decide if I want to make a carribean isle or a seychelle like landscape. They differ a lot in color and foilage. I decided to go for the more tropical setting in this area. So I started painting the custom content.
I usually use two matching textures for sand / pathes, grass and stone. On the left you can see the results I came up with.
After that I have tested a lot with custom grass. At first I had to change the textures of the palm, because they were quit yellow when the sun shines on them during the daytime. But I wanted to gloom them in a rich green instead. After I had finally found the right colors and contrast, I started with the grasses. The crucial thing here is to match the different grass colors with the palm trees. After two days testing I came up with 4 different tropical grasses, two palm like plants and five tropical bushes.
A main problem with this area when it comes to texturing was, to decide which base texture to use. Is this island a rock covered by grass ? Or is it a mainly full of tropical grass with the mountains breaking trough the surface ? It took the rocky option one in the end. One main reason for that was, that I had found a trick to fake a lot of distant foilage details without forcing myself to paint the whole island green. I wanted to use grass decals for that.
To get this done, I have fired up SpeedTree. I took some snapshots of trees from four different angels to use them as the four different grass blades withing every grass texture. This grasses should fake the dense tree populations usually found on tropical islands (like here). This would give the whole area a lot more scale when viewing from a distant (wich will happen a lot, since I have found some great vistapoints). This test pictures should show you what I was up to:I think you get the point with these pictures. The great thing is, that this feature does not cost a lot of performance. So I had everything ready to start some serious works. All locations were shaped, the pathes digged and all textures and grass were painted. But where should I start to build ? Where will the player probably start ? Where will he start his journey and what is the first thing he will see and when he turns around a specific corner ? I´m always asking myself these questions during building areas.
I will post my answers to these questions in the next issue of the Hitchikers guide to Eden - Part 2.
Sonntag, 30. März 2008
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7 Kommentare:
I like this guide, and will be sure to follow it - you're a wizard with those textures, Now I see why this won't bog down my system - very nice job, friend!
I´m glad you like it and it might be helpful for you ! And at least one who believes me when it comes to FPS :) Cheers !
Thanks for sharing your technique! I'd love to know more about making heightmaps if you ever have the chance.
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