Pine DevBlog #6 - Meetings and Mountains

18-11-2016 Posted in Development Blogs

This week was a bit slower. We mostly continued working on bigger tasks, we had a lot of external meetings with important people and an ill team member (get well soon!).

The terrain and base island structure is coming along very nicely. We worked on the beaches and we are starting to really get the hang of the pipeline process of making such a terrain.



We started working on separated heightmap painting within Unity and splatmap techniques for textures and grass. As for that grass, there's one particular technique we are using that's giving very good results - pigment shaders. We got it from this really cool article on the grass in The Witcher 3.


This is the grass as rendered per normal - without the pigment shader.


This is the grass with the pigment shader - it samples the terrain color and blends that with the grass material.

The unnamed fox species has gotten a nice first color/texture treatment. We also started animating him, but that's something for later.



We have also written a insightful new blogpost on procedural content versus handcraft and design in Pine, as we really want to clear the air on that. It's full of examples and images, so stay tuned for that next Tuesday!

That's all we have to show this week - there's a lot more going on behind the scenes.

Until next time!