SolGoodGuy81
12-28-2005, 07:11 PM
Hi everyone, I am creating an town enviroment that is designed so that it could possibly be used in a game. The town is in the arctic so naturally I need some snow. I have done the snow on the buildings and such fine since they are hand drawn but making a snow shader is something fierce. I searched through the tutorials and other posts on here and found a few shaders on the net but nothing that works like I had in mind.
What I am looking for is to make a snow shader that can be put onto a flat(hills here and there) but is not just a flat white. For those who have played World of Warcraft, I am looking for effect on the sand when you are in the desert at night. Up close to the camera the texture looks mainly flat and just the texture, but further into the horizon it is shiny and specular. I would use this effect but on snow instead of sand, so that up close you could see details, but far away the reflection of the sun would wash out the details. I am sorry for the confusing explination, but I don;t have anything to really show what I am asking about other then the World of Warcraft reference.
One more question on texturing. If i have a big enviroment, bigger then this town I think, how would I make a detailed texutre for the ground? Say it was a forrest and I needed different color grass, mud patches, bare dirt, etc... all on the same plane. Wouldn't a UV mapped out texture be way to big for a game engine? But making a shader wouldn't allow for all the fine details and different things such as the mud and such? That has been confusing me for some time now and if someone could explain it to me I would appreciate it. Thanks for looking and please reply with any sort of help/advice or anything you think could be uselfull, i would be most grateful.
What I am looking for is to make a snow shader that can be put onto a flat(hills here and there) but is not just a flat white. For those who have played World of Warcraft, I am looking for effect on the sand when you are in the desert at night. Up close to the camera the texture looks mainly flat and just the texture, but further into the horizon it is shiny and specular. I would use this effect but on snow instead of sand, so that up close you could see details, but far away the reflection of the sun would wash out the details. I am sorry for the confusing explination, but I don;t have anything to really show what I am asking about other then the World of Warcraft reference.
One more question on texturing. If i have a big enviroment, bigger then this town I think, how would I make a detailed texutre for the ground? Say it was a forrest and I needed different color grass, mud patches, bare dirt, etc... all on the same plane. Wouldn't a UV mapped out texture be way to big for a game engine? But making a shader wouldn't allow for all the fine details and different things such as the mud and such? That has been confusing me for some time now and if someone could explain it to me I would appreciate it. Thanks for looking and please reply with any sort of help/advice or anything you think could be uselfull, i would be most grateful.
