First off, I started on "Tiling" the world. Unity doesn't support large-terrains (They do) but not high-detailed ones. The larger the terrain in Unity, the less detail it supports. So I used multiple terrains to create what I call a "Tiled Terrain" which will allow me to create large-scale high-detail terrain:
The tan square is the original square, you can get a size reference by looking at that white / glowing part in the middle of the tan area. That's the candle / player. These new tiles have not yet been textured (Which is why they are colorless) but I did that on purpose to show off what I meant.
This means I will now be able to support MMO-Open world sized terrain but it will be a little hard to make the borders fit together nicely when I get into things like Mountains, Rivers, or anything that isn't flat really.
Working on creating Grass, Snow, and such but those are much harder to tile with a seam (Basically they're harder to make look HD without looking like a single image randomly placed everywhere). Whereas sand is always much easier because of the way it curves and rather simplistic comparatively.
Now on to the sand, I tried making it more realistic by adding a "Normalmap" which basic fakes lighting to make it look more 3D even though it's a flat image.
Which do you guys think looks more realistic?
At any rate, unless I can figure how to create an option for players to disable normalmaps, I won't add this to the game due to the fact that this game looks realistic, but that's the problem. I also want this game to be able to run on low-end PC's, so I can't go crazy with the graphics.
Let me know what you guys think!
As always, thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :D