Thanks for your comments - for now the cave texture is sufficient, I will consider using a multitexture shader in later milestone, if I get the contract for that smile I am heavily relying on the HDR shader and colors, its harder to get it right than I thought :-) I also had to extend my visual settings framework so that different maps can determine their own settings. The HDR shader and all visuals are very sensitive and the settings for the cave produce a total overglow in the valley scene.

The unwrapping was done automatically by Cinema, so no triplanar projection wink I will certainly talk with these guys about distributing an "offline" game version of this, maybe.

Last edited by HeelX; 07/13/11 23:09.