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Here is how the materials and post processing work in this project.

As I said before I'm only using base color for the assets, the ground and wall textures are tiling and use a height map for the bump offset to add more depth:

You can see that there is some distortion, but it's not very noticiable, especially from a distance.

I'm also using vertex paint to add variation, the red channel for ambient occlusion and the green one to do material blending:

The material blending also uses the height map so that it looks more natural.

And last with the post processing I add the outlines and can also control the light and shadow color, which really helps bring everything together.