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.
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.
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