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Back to tilesets...

It's been a while since I did anything graphical, but I feel the need to see how the game will look once there's more than just cubes as dungeon. I also need to test some of the dungeon building ideas I've had lately.

Lastly, I feel that it's important to come up with a fast, and good way of decorating a dungeon.

For the last 30 minutes I've been working on a single paving slab. That might not seem like good time management, but I didn't spend the whole 30 minutes making it. I experimented with some quick and dirty ways of modelling stone.

  1. First I created a cube, scaled it to a tile (2.0,2.0,0.2), beveled the edges and cut it with the loop cut tool. (Previously I tried the boolean modifier, but that took too long and didn't give good results). 
  2. After that I added some subdivision with fractal noise and smoothing.
  3. Next I unwrapped a stone texture and used that as a basic displacement map to provide the micro texture.
  4. Last I created a low poly tile and baked the normals, diffuse and ambient occlusion from the original tile.  
You can see the comparison between the high poly tile and the low poly one here:

I'm quite happy with how it looks so far. Now I've just got to speed up my workflow, make a whole bunch of tiles and bricks and bake out a test level. I may try using some scattered gravel and also some chunky moss... I'm going for that classic level 1 dungeon look today.

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Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.