Beginning 5-6: New Town (Patreon)
Content
Now that the Poker card game has been finished, I've started to make the new town. This new town will serve as a way for you to acquire food ingredients and do other activities in an alternative way. For version v0.75, the town will be empty but it will be populated by other resident lolis in v0.8. First, some color improvements:
For a long time I always thought the rocks were too dark, so I did some color correction to make the canyon rocks look more realistic. Above you can see it cut from bright to dark. The bright is the new color corrections. Anyways, the town was given the following layout:
The town will be located behind the main house hill so the game can properly cull away the village. This will be useful for VR performance and keeping the poly count low. The town was then made by having 10 different buildings placed in a random fashion for variety.
The town rests on a hill and was inspired by a real life town in Mexico called "San Miguel de Allende". I wanted this town to look realistic so I wanted lots of detail to be visible but also have a manageable workflow that I can handle myself.
To start, I decided to reuse window and balcony models on all houses. There are different variations of these models in terms of width and height but they all share the same architecture style:
Each house was placed into its own prefab so if I edit one house, it updates the rest of the houses. Then I jumped into Substance Painter and made a generic painted plaster material:
It didn't look good enough and it made the houses look very flat. So I added a bumpy surface to really pop out the walls with unevenness:
That worked but I wasn't satisfied with the detail yet. I wanted a sort of ancient traditional feel to it so I thought of a way to add wear to the walls. Natural wear like plaster falling off or rain weathering away surfaces typically happens more often on the curvature of objects (the sharp edges, exposed curves). This is because the points at sharp edges or curves have a higher probability of contact with the outside world because they have more volume around it. So what I did was paint the curvature of my house models with red vertex colors to signify where the natural wear should be visible:
From here I took a random concrete noise mask and modulated it with the red vertex color to produce a wear mask:
Then I just popped this mask into my new wear shader and voila, natural organic looking wear:
The next step is to start adding in different colors to each building to make a colorful town.
I'm not done yet but I should have more defined results in the next devpost.
Stay tuned!