One of the major things with FilterForge is that you try and test, and sometimes you realize that a choice you made is not the optimal, then you have to rethink, like I have done. The path is to narrow for my taste, and cannot be wide enough, so we’re gonna change the curve component that is used as a generator for the path.

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OK, now we’re gonna add some more selectable path textures, but first. we’re gonna set the correct Height input for the sand, as now it looks somewhat wrong.

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More mapping today, fixing the stairs in the cellar, and start to add some shadows.

first, I render a piece of the map in Dundjinni, plain without grid or walls, to get a piece that matches our stairs on the ground floor. Read more