#4279536 - 11:59 AM Re: Ground Textures Mod 10.0 Re: zaelu] Joined:

Posts: 53 Barthek

Junior Member Barthek





Joined:

Posts: 53

- Junior MemberJoined:Posts: 53 Originally Posted By: zaelu How are the buildings coming Barthek? You said you will mod them too.



Also for the trees, I think they should "mean" something also when seen up-close although the "blob of paint works very good from far shots. Maybe like a digital camo they should have "meaning" from different distances. For example I think the biggest MIP should represent very clearly the tree... no blur no over painted branches.

And finally maybe a bit of inner shadow on the tree contour (even if its only on the alpha channel) would help making the trees stand out individually better and not blend into a "mushy forest".



Hi Zaelu,



I haven't tackled buildings yet due to the enormous amount of time I had to spend on other textures. Yes, the buildings are still in plan but will simply come out a bit later, probably as an update. As for the trees, I cannot count how many times I have been testing different variations making sure they blend fine when looking at the horizon. Somehow, however, I have managed to find the results of which I am satisfied - forests look denser and the trees are darker than the default ones - as it is in real.



Best,

Barthek Hi Zaelu,I haven't tackled buildings yet due to the enormous amount of time I had to spend on other textures. Yes, the buildings are still in plan but will simply come out a bit later, probably as an update. As for the trees, I cannot count how many times I have been testing different variations making sure they blend fine when looking at the horizon. Somehow, however, I have managed to find the results of which I am satisfied - forests look denser and the trees are darker than the default ones - as it is in real.Best,Barthek

