Showing posts with label grass. Show all posts
Showing posts with label grass. Show all posts

Friday, 13 September 2013

Building a Path

(Screenshot of the path being made using grass assets)

It was important to block out where playable areas were going to be, to save putting assets where they weren't necessary.  The path was created using grass assets on a vegetation layer.  The rest of the grass was made up of standard meshes to help save on resources.

The terrain was painted green where the grass assets were so that if any models disappeared due to distance, it would still give the impression of a grassy area.

Solids were used to create collision for the path to save on draw-calls.  We thought that putting physics proxies on the grass might have been a bit too much, considering the number of instances used.

Sunday, 23 June 2013

Grass & Flowers

To make the map look pretty and match the concept as much as possible we decided to make assets that would ordinarily be sprites into 3D objects (this was briefly mentioned in the previous post).

(pretty flowers and other bits of vegetation)

Closer inspection  of the scene shows the chosen art style in action, with it looking almost like an illustration from a children's story book.

(close up view showing the art style)

There will be a few more later on in production, mainly to populate the second map we have planned.