Throne of the Unforgiven

The land is done with a splatmap and textures just map to global.
Rocks, trees, grass, character, clothing, weapon and the water, of all things, are UV mapped.

Now the water is a special case because I’m adding time to the mapping vector through nodes.
But it’s still UV’d. This means I have to make the UVs match between each chunk of water to avoid visible seams, also rotate them around so it flows the right way. Not my most brilliant idea.

I then have separate materials for things like metallic, which I get in the simplest way possible by using a matcap set to reflect. Layer that on top of other materials with color mix node and a vertex color mask.

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