The combination of wear and fracturing looks the most natural, I think. I see that type of terrain quite a bit around these parts, although it's mostly a lighter granite.
I totally agree. The rock I used was from my upcoming rock textures package, number 38 or 35. Not sure. But I used it because it was a larger texture and had the most grain to show close up. I don't want to skimp. The darker textures I've tried looked too red.
I'm not sure If I want to keep that texture and lighten with the ambient/diffuse settings, or if I want to lighten the texture instead, but I like the texture. You are right though, it does not properly show the correct color of a quartz/feldspar pegmatite granite. And I think it might need some decals to create more variation here and there. Something for the future.
I think tonight, after I make potato leak soup (priorities), I'll go ahead and try that specific mod list on the crossers, see what I get. The variety shown above has the ledges at each increment of base height, and I think that looks good, if not just slightly too angular at the base height. Rubble and other detail can fill it in I suppose.
If anybody wants to play with the tiles in the last pack release, here is the mod list I am using:
- Edit Mesh: select all faces on the mesh which touch adjacent tiles, except faces which are at an increment of base level
- Face Extrude 0cm at scale 100 to clone out those faces for pulling pushing, yet leaving the edge seam underneath to fill any light holes later
- Tesselate faces via edge 1x at 25.0 tension
- Noise x/y at 400cm with a scale of 50 non-fractal seed 1
- Push 150
- Tesselate faces via edge 1x at 25.0 tension again
- Relax 0.5 x4 with no points retained
- Optimize with face thresh 8 edge 1 no retained boundaries
- Edit mesh to deselect faces
- UVWmap box of 1001 cubed with u/v tile 1: be sure to adjust the location to fit the bottom center of the tile affected (or at least one tile affected in a selected group) because the push modifier will make the tile taller than the box, making lining up textures tile-to-tile incorrect
- Smooth auto thresh 15 prevent indirect smoothing
- Trimesh render with no shadow and no texture rotation ( you really don't want that with the texture applied)
I have temporarily retained the original tile walkmesh, and will update when these are set in stone, pun intended.