M-Appeal Hmmmm...??? No!
Anyway, I did post my to-do list earlier, not getting any love from any of you about how thoroughly and carefully I plan my work. Grr! Since nobody from PP commented anything for over a week, let me increase my posting frequency (cuz this friggin place once more is about as lively as a sodding morgue as of late!).
Next item on my schedule is a series of tests on the subject of waste bunkers. Or waste areas, since I hope I can manage to cover considerable swathes of the course with natural wasteland meshes, said meshes looking much better than mere Unity terrain textures.
I started by doing some figuring out on the course overhead view. This is a genuine work document, the yellow patches are potential waste areas: big chunks of real eastate that will shout "don't go there" at the players from far away. And - should this work out - another visual element that will allievate the ever-same uniformity of rough-fairway-green repetitions.
The diagram top right symbolizes that the waste areas always should be below the nearest fairway, always sloping down away from it.
Next, I went and prepared suitable textures, 2 of them. The first is a standard dirt soil.
And the second one a bit more riotous, the "special effects" child texture which I plan to use to make the inside ground of the waste zone a bit more lively:
Both textures are seamless. The production process for seamless textures is always the same: Download some 20 dirt/sand/soil texture from Google image, pick 3 or 4 of them, superimpose and arrange them in Photoshop, apply an Offset filter (warped) and cover up the central edges with a clone brush.
Next, I will need some shaders that will let me add some bumps and small, uneven structures to my new textures. I will see how this goes tomorrow. On wednesday I will import these into CF and take them for a test drive.