On the topic of area design, do you happen to know why Prifddinas doesn't use the standard tree models? It's difficult to describe what exactly bothers me about the present look, but if I had to pin it down to one thing, it's that the environment looks very cartoony and smooth. It's even more jarring when you realise that the trees in the Elven Lands outside of the city gates use old textures.
I wish you guys would reuse more of the truly oldschool-feeling textures for building walls and dungeons, even in new areas.
(I realise this is a ridiculously tiny hill to die on)
Definitely something we talk more about these days and we want to make this a bit more consistent going forward. I think a good comparison with the Prif trees are the ones around Shayzien as they also don't use the classic texture and rely on poly-colour in the same way. I don't think I've seen many comments talking about them compared to the prif trees which have been described as 'playdough' which I think is a fair criticism. It's down to how the mesh is constructed, the shayzien trees are not a complete shell so the shading is less intense and flatter when compared to the prif tree mesh.
The issue we've had with the textures is that our tools haven't changed in a long while and we currently don't have traditional texture mapping like most game engines do, instead we have to manually project each plane which is cumbersome and a little buggy. I think the rough plan is to give us the ability to unwrap meshes so we can start using the textures on new trees while also exposin...
Read more