I mentioned before that the map is isometric but without perspective foreshortening becuase of the problems this creates when trying to extrude buildings so I had to fake certain effects. I increased the level of "haze" in the map by increasing the opacity and number of layers of haze - these are simply white to black gradients set to screen - so there are now two in total: one on the surface of the ground and an additional layer on top of the buildings.
The biggest trick now is the shading of the buildings themselves. Before, the buildings were tinted relative to their size - buildings were shaded in 5 classes of area with larger buildings being darker than smaller buildings. This effect was also extended to their shadows and highlights were the larger buildings cast more intense shadows and had stronger highlights.
buildings.gif 981.15K
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