Hey everyone!

Today, I’m going to show you how I made this scene:

Click the images to zoom in!

This step changes both the specular brightness, and the sharpness. Rocks have sharp lighting (otherwise the entire mountain would get brighter, and look like plastic), and snow has wide specular lighting so that it gets blown out.

Here’s where I take that plastic-like snow and make it sparkle!

This is so that more snow sparkles. This filter is more concentrated, and doesn’t add much lighting. Just little sparkles.

This is so snow on distant mountains gets blown out, while still having a few sparkles and not being as blown out as before.

It looks so much better in action!

Now that looks like a great place to be eaten by a huge monster! 😀

I don’t have Unity PRO yet, so I just simulated those effects using GIMP. It just makes the scene pop out more.

And now for a before-after comparison!

Thanks for checking it out, and have a great week!

Here’s a sneak preview at a new level I started making yesterday. It’s a mineral-extracting plant in an underground bog. Most of the structures don’t have textures yet. I’m going for a Myst/Riven vibe with it, but creepier, and with horrible monsters. There are no handrails, and you reallllly don’t want to fall into the bog. 😀

The green splashes are from extractor-thingers that punch into the slime at regular intervals, and the red light is from a rotating eye-ball spotlight.