I recently went on the hunt for source textures. Sometime you can find what you’re looking for on the web, but I usually tend to capture my own textures. This is important enough for me to spend hours trekking through thick forests until I reach a spot where I go “yes, that’s exactly what the game needs”. Those are just but a few examples showing off some in-game textures enhanced by the use of tessellation (DirectX11).
Then after that it’s back to Photoshop to work on the textures until I like the result. Which involves making them tileable and refining them to get the best impact in-game. What helps a lot is the tool from Edelweiss Interactive (found here) which synchronizes the Unity scene camera with the game camera. Since the game relies heavily on image filters I can directly see how the textures look in-game with all the post effects. No need to jump in-game anymore! A real time-saver.
Speaking of tessellation, so far I’m doing my best to keep support for DX9. I haven’t quite decided to drop it completely because I know a lot you guys still have DX9-only graphic cards. But the new generation of consoles and the hardware that’s sold nowadays all support DX11 (which was first introduced 5 years ago). And as you know with Ghost of a Tale I’m obviously trying to push the visual quality. But I’ll keep doing my best to support older tech as much as possible… As always those images are directly captured in-game. If you use FireFox, to see the pictures at full-res, you can right-click on them and choose “View Image”. Anyway, back to work!