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Mipsy Offline OP
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[Linked Image]

Been tinkering with the D:OS Engine for a while and I decided to make a character creation background or loading screen background.

Developmental process of the background is seen below.
http://imgur.com/a/5LRYt

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Nice work! I'm guessing you wanted to give the scene a sense of depth and that idea of a vast world ripe for adventure -- and this you nailed. Very cool to see your incremental process too, thanks for documenting that and going to the trouble of uploading it all in order. I've been fiddling around with the world creating process too the past day or so, trying to model a half-decent, natural looking island for my own module to extend into. Much of that, for me at least, involves painting in a new texture way too excessively and then deleting 90% of it, ha. The biggest thing for me is wanting to remove any instances of really obvious tile tessellation. You can see a bit of that in your scene, where the (I believe) TR_base is your default texture. I'm working on reducing how noticeable it is by breaking it up with various rock textures, splotched haphazardly about.

Last edited by Noaloha; 21/08/14 08:18 AM.

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Actually nothing in the scene was left unpainted. The base of the entire project was TR_Cyseal_base. The sides of the mountains use RockMountain_A and RockMountain_B. I reduced the plain repetitions by adding coastal cliffs to the edges of the rock formations. I also put coastal rocks around some areas but it's obviously not enough to make it look like the tileset doesn't repeat.

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Yeah, I've not been able to reduce the texture repetition effect noticeably using just rocks and other environmental items. Not to say it can't be done, just that I haven't found the right combination of textures, items and painting patterns. The rocks and associated items definitely help though, not just with the tessellation, but simply to further reduce the flatness. It's tricky and I haven't worked out a nice solution to it yet. One thing in my favour compared to your own situation is that, theoretically, mine won't ever be seen in-game from such a pulled-back perspective, being an actual in-game level where the camera only has so much zoom-outiness. Obviously when viewing such a large landmass as your cliffs from a mile away, as your menu-screen landscape demands, the tile texture tessellation is that much more prominent. I still think your scene looks great.

Last edited by Noaloha; 21/08/14 09:32 AM.

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Yeahp that's entirely true. The in-game levels that I've made don't have this sort of problem with the textures. It's really only happens with land massing that's so large that the texture can't help but be stretched out multiple times.

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Very nice!


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