When you look at the over view or top perspective you can see how adding the different texture, differentiates the types of rock formations.
By using the tools and shapes to form the rocks i had trouble with adjusting with the use of diffrent tools to make the formations but after using it longer than a quick knock up of a mountainside the whole software becomes instant.
As you can see from looking from the position behind the buildings how the difference is automatic once the textures and a more detailed back drop comes into play and creates an ideal setting of desertion.
Looking down upon the buildings and how the ground has formed around and onto the buildings making it to show how these buildings were destroyed over time and battles over those periods causing the sand or dirt to foram around them.
Then i took to the further back drop of the skybox and to give the final touch of a space planet, i wanted a skybox image to show that it's space and found this image.
Here is the skybox in play and fits nicely with the overall setting and mood of the game and causes no worries other than the repetition of its image.
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