Himeko Sutori, tactical turn-based JRPG, armies of hundreds of unique characters

Here’s a little desert scene I put together to show off the new assets I added:

These models and most of the textures started life at the Unity Asset Store. I put them into Blender, redid a bunch of bad UVs, made custom collision meshes, vertex painted them, then made custom materials in the editor. In addition to my usual shader that changes color with time of day, I added wind direction, and the fabric and branches move in waves with the wind, going up and down and stretching slightly in the XY plane in the direction of wind. The red vertex color, multiplied by wind strength, tells the mesh how far to move. The blue vertex color tells the mesh if it has to stop moving downward at a certain point, so the fabric meshes don’t drop below the wooden frames. It looks really good in close-up, like it’s a physics simulation and not just shader instructions.

I also redid the line color on the Sobel edge material.

I started off with the default black line that’s in the Sobel edge UDK gem. I didn’t like how it looked and I changed it to my scene’s shadow color, which made it a purplish color. I didn’t like that either. So now I take the pixel color, normalize it, multiply the original pixel color by the normalized color, and end up with a saturated version of the original color. Then I multiply by the shadow color, and you don’t just have a purple line over everything, but you have a darker, more saturated color of the pixel, that’s pushed toward the color of the scene’s shadows the same way everything else is: by multiplying the color.