
Freelance Artist & Game Developer Previously @MachineGames, @SplashDamage
Joined December 2014
- Tweets236
- Following885
- Followers438
- Likes10.6K
This was all unified using a palette system that gave us gradient and texture control for each material. The entire terrain could be rendered in one draw call.
Finally @HarryAlisavakis created an instance painting tool so we could paint grass, pebbles ect. onto the landscape. These would also match existing normals & materials. These were all hand placed since we wanted tight control over how the grass direction would lead players.
In order to be able to reuse meshes like this I created tools to bend, match the meshes to the underlying terrain and blend the normals of matching materials to create a seamless result.
We now begin "stamping" meshes on to this base mesh. We had a set of reusable assets from outcrops, grass edges, mud trails ect. These break up the edges and begin defining materials through simple shapes.








