barker_s Yeah, I've got a custom lighting thing going on that doesn't do proper shadows. When I bake the lighting there will be shadows under the buildings, but it won't change according to time of day.
Now that I'm thinking about it, I'm dreading the armchair developers on reddit who are all going to tell me that I'm doing the lighting wrong, and that game whatever has fully dynamic light and shadows so why doesn't mine. One of the things I really like about the Codex though is that those guys are in the minority. Most of you are really good about providing helpful criticism and advice. Like barker did. I do have ambient occlusion set up. I'll see if I can bump it up some more. Thanks.
d1nolore Thanks. I thought I did a post about those mountains somewhere, but I can't find it, so maybe I didn't actually post about it.
So I started off buying
these, which I thought looked fantastic in the screenshots.
But the more I tried using them, the more I realized they just weren't what I needed. It wasn't my palette or my style. There's quite a selection, but they're all kind of lump-shaped, so they don't form realistic mountain ranges. And worst of all, the default textures just didn't scale well and they all looked blurry up-close. There's a reason why they're marketed as "background mountains."
So I fired up World Machine, made my own mountains, made some splat maps for them, made materials for them that use triplanar projection so the steeper faces don't look stretched, and made the tiling textures stay the same size regardless of the mountain's scale.
And if I want to reuse them in a different setting--a desert, for example--all I have to do is make another instance of the material, and just replace the grass with sand.