Since the last update texturing has begun in earnest, starting with the Welcome Area. It seemed as good a place as any to start, as there are a number of decisions to be made here about the logic and use of materials that will carry through to the rest of the structures on the […]
As in finished all the vine rows. Pretty much.
Next up: textures, additional props and structures, including adjustments to the ground textures.
As it relates to the vine rows the default ground texture set for the sim renders the highest elevations like stone. In spite of comments made in the previous post, pinot vines […]
With new textures in tow, the process of replacing the sketchy vine rows has begun. ‘Planting’ each section of vines and ensuring that they are rooted in the landscape has given an added sense of respect for the labor of the people who pick the grapes come harvest time, or indeed anyone who works in […]
Since the last post on the subject the vine row textures have been painstakingly reworked again, primarily to illustrate fruit zones and overall proportions to a greater degree of consistency with the reference photos in the Capozzi Winery Group on flickr.
The upward angle of the source photo for the previous texture created some issues with […]
Arriving at a suitable vine texture was proving difficult, as it is hard to separate a single vine from the others in the row, and to do so from a camera angle that allows it to mapped on the vine row prims.
Thankfully, Matt at Metaversatility has come to the rescue, isolating a single vine growing […]