I have been experimenting with a shader that can draw the lines for both tri and quad edges (a sort of pseudo-wireframe shader) for my trees and other static meshes. Seems to be working decently enough. I'm embarrassed how long it took me to create that tree in Blender. I have no idea how 3D artists are able to put up with that terrible UX 😅

#GameDev #ProcGen #UnrealEngine

@jargon as a non 3D artist, my take is that UX is 10% actual product and 90% the user getting accustomed to it

Also, I do appreciate how the water transparency creates an overlapping grid of edges from the surface and the depth

@brazmogu Hah yea most likely! Although I'm certain I was running into weird UX bugs but it could just be inexperience.

Thanks regarding the water effect. I'm still experimenting with things there. I haven't got the translucency quite right and I'm really struggling with the lighting. I made the bottom of the terrain completely blue as a bit of a cheat :)