I decided to duplicate the ground and then scale it up a lot so you could no longer see the fall off point of the horizon as I felt this did look quite awful when looking past the diorama. Of course when I scaled it up it made the texture extremely blurry, I was able to overcome this though by making the diorama tile the texture. I did this by going into the material editor and addind a texCoord, this allowed the texture to tile on the mesh. I am happy with the end result and feel it makes the horizon large and bleak. I thought of the idea of scattering trees, but then felt this may make it too complicated and unneeded and I didn't want to over complicate it.
I decided to do some vertex painting on the ground, this was to add some variation in the texture and I also wanted to make it look wet around the water area. I did this by first creating a darker texture of the ground diffuse and then changing the material of the ground to allow vertex painting. This has had a positive impact on the scene and really breaks it up and gives it that extra push.
I then went on to do this with the trees and bark as they would be affected by the water as well. I feel this has worked well and has really added to the scene


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