Friday, 16 May 2008
After sorting out my workflow and best practise for building ...er, buildings - taking into account the nuances/pain-in-arses of multi portaled old-gen Binary Space Partitions (modding the CoD series was more forgiving) - I've been work on textures and the problems associated with getting them to tile correctly (hence clone stamp).
There are some good, free, lgpl base-textures (base as in non-tiling) available on the interweb, and I've also got my own trusty, fake-SLR Fuji for getting more custom stuff. The finished results are basic seamless-textures - no normal mapping or anything fancy, though I did a bit of freehand editing for light and shadow.
No windows or doors as such yet - just the appropriately sized holes, I'm gonna model them (Blender - it's free) rather than opt for more BSP (it's actually easier for me to differentiate collision detection that way). Buildings still need LODing.
And I got some decent feedback after releasing my "Dubious Demo v.02".
Tuesday, 6 May 2008
Building Buildings. With garish placeholder textures.
Back to Binary Space Partitions - portal and detail the hell out of it, but remember those Old School 90 degree angles.
After much messing, I sorted the best practise for workflow, finally got those textures to align easily.