<piling up his plate...>
I don't think I'm explaining things very well, so I'm gonna let it rest.
After this ;-)
Bloodwar is *too* rocky, I think, for the direction Z is going. But I really like the use of smoothing groups and gradient textures (lighter in one direction, darker in the other) *and* lining up the lightest bits with the edge of smoothing groups. It really heightens the feel of the weathering/age.
Re the seam: I like fooling the eye with other seams, such as a sharper, lighter edge crossing the tile seam at an angle. Or a darker crease/fracture doing the same.
And you can overlap projections from one tile on another to break up the straight lines (which I think is what Z is talking about).
@ H: The engine lighting/shadows are much more dramatic at the edge of smoothing groups :-) It would definitely emphasize the depth of the geometry.
In regards to the wok, Z could always extend the wok out over empty air and give builders a spot floating in midair for them to lay triggers for climbing/falling... as long as there wasn't walkable terrain below, that is.
<...so he has something better to do with his mouth>
Modifié par Rolo Kipp, 07 juillet 2012 - 10:12 .