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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Grass

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JTippetts

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ooORA.jpg

In this simple, quick little one-off I was playing with grass. Given enough memory, you can do an astounding number of particles, which makes doing grass very simple, using the same exact particle trick as for forests. In this one-off, I spent the bulk of my time writing scripts to help with my workflow.

I begin with sculpting the terrain, but from there I have to do a bunch of painting. I have to paint areas of grass and dirt, I have to paint areas of cliff, and I have to paint areas for the various vegetation maps. The grass and cliff blends are textures, but the vegetation layers are all vertex groups, so I have been digging in the Python API to write a script that can set a vertex group layer's weights based on a texture. This lets me paint areas of vegetation corresponding to the grass and cliff maps, and have it set the weights accordingly. From there, I can take it into weight paint mode to do final touchup.

I really wish I had my doodads files from GC, though. I have some more meticulously modeled grass and plant models at home, that look better than the quick one-off grass I did for the scene above. They would at least provide for more variation.

This'll probably be the last time I post about landscapes in Blender. The rest of the week is going to be kind of busy, and when I get back I have other stuff to work on, including some character modeling.

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Very interesting stuff... seriously love the work that you are doing and I like reading about it. I would be interested to see what your characters looking like.
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Thanks riuthamas. This is a little guy I've been working on today:

[img]http://i.imgur.com/3SpTz.png[/img]

He's a baby version of a race of turtle people running around in Goblinson Crusoe.
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not bad at all, not cute though! lol... def something i would smash and kill right away!
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