Alright lets continue in a new thread, see if I can keep this one readable https://twitter.com/FalconeerDev/status/1355827568222625797
Going for a circular wavebreaker/wall. And I've now got enough little bits do tell some small stories. A ceremonial building and pond for instance.
And again a quick radiosity test see how things look. Once in engine some of the shading will unify and the emissive windows will make it pop more. I'll re-use the radiosity ingame , hence it will be overpowered to give plenty of range for the shader.
I have yet to make a rock I won't skew , stretch and re-use a thousand times
I have a library for #thefalconeer of ready made small props. smelters, and scaffolding, cranes and such, to create little industrial areas
I'll actually subdivide and add tesselation to flat ground surfaces, so the radiosity solution has localised detail to store its solution. Since I won't be using textures, its the only way to provide such details. also just a few triangles is more than enough here.
Also I'm not obsessed with relative scaling, this is flyby scenery, so it needs to look good and give a sense of scale. Also I don't need uniform detail so some items can be quite detailed, but actually the contrast with those big smooth surfaces is what gives it a nice kick .
So added that gate. Now that there are enough bits and bobs the kitbashing accelerates and things like the harbor come alive. There is a risk of sameness, so that big purple ceremonial gate is one way yo break up the uniformity.
So still much to fill, but the empty bits do also add something, so I might not busy it up as much, also nothing on the peak itself, the concept of this city is to disappear beneath the water line.. so that wouldn't make sense.
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