This was when I created the majority of models and when I finally figured out how I can do consistent stylized art. I achieved this be simplifying realistic textures then brightening the edges and darkening the cavity. This is all based on curvature which was converted into a smart "filter" to streamline the process. Now the old models of the graves and the tree really stand out from their surroundings which I will have to remake. This was also where I got a lot of feedback about the tree being such a large assets overpowering the whole scene and looking too simple to be a hero asset.
The fog was split int o two instances, one for the main fog across the scene and then high intensity fog clumps around the scene.
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