![]() |
Comment on my dirt road style
1 Attachment(s)
An important thing to me is how I make my dirt roads and such because it affects how I place (or try to place) cliffs and those water beach thingys.
So, rate/comment/whatever this little example of my usual dirt roads. Anything would be helpful and tips would be appreciated. Of course, this one isnt filled in. I'll fill it in with Spark's love juice later. |
Looks really good!
|
looks too fractally to simulate a realistic path, but it is good eye-candy for that matter
|
Quote:
|
Mmm... Eye candy... It's always nice to add small puddles, or grass patches within the path itself
|
I'd go for eyecandy. Realism actually is a sort of excuse...
|
in case you don't know there 2 kind of dirt path tha tyou can mix together and it look better http://wrsteam.servehttp.com/,~user/...ico/ico.=).png
|
oi, eyecandy leaves it empty, it's pretty but that fades over time. Cutting realism causes the player to remember he is playing a game, losing the magic of being absorbed in the game. Thus replay value is shortened, but alas I doubt any of you care that much about game design :\
you can cut down on the amount of fractaling and still have the neat visual effect without sacrificing the realistic appeal |
What the hell is fractaling... You and your technical mumbo-jumbo! XD Just make some funny squiggly shapes, Ger, its fun...
|
i believe he means all curvy?
|
Quote:
|
looks kinda repetitive...
try what Es said :P |
I just mean they can be more straight and have the jaggedness less continuous (atleast the large spikes) I haven't seen hardly any RL trails that spike out that much, works great for riverbanks though... well, some riverbanks
hehe, I made fractally up, took fractals and made it an adjective fractals-> http://math.rice.edu/~lanius/frac/koch.html |
| All times are GMT +2. The time now is 09:19 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.