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=== [TASK] === Hellenic Decals


Alexandermb
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29 minutes ago, wowgetoffyourcellphone said:

For the wall one, I'd feather the edges a bit more and add some randomness to the edge shape. :)

Noted! tomorrow i will have a new monitor from warranty so i will do more adjustments tomorrow my eyes burning since im using a 32 inch tv as secondary monitor while i wait.

For the rest of the decal's any advice? if no objection so far i will start with the sandstone for persian empire and for the mauryas i have in mind some mossy/mud spart like decal.

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On 19/04/2026 at 9:23 PM, wowgetoffyourcellphone said:

I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here. 

I agree with this direction. Even when buildings are meant to look recently constructed, a bit of environmental integration goes a long way in making them feel believable within the world. Adding subtle dirt accumulation around the base of walls, slight discoloration from moisture, or small traces of wear can help anchor structures to the terrain instead of making them look like they were just placed there.

In real life, even new constructions quickly pick up signs of use and exposure. A hint of mud near entrances, some irregularity in textures, or very light weathering can add depth without making assets look old or neglected. It is less about making things look aged, and more about breaking the “pristine” feel so that the scene reads as lived-in and coherent.

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On top of that, adding small, non-interactive, scattered elements around buildings and across the terrain is always welcome. These details enrich the scene, reinforce the historical setting, and improve immersion without impacting performance, since they do not require gameplay logic or interaction. For instance: small piles of stones, broken pottery shards, clay jars left outside houses, wooden buckets, firewood stacks, loose straw or hay patches, worn footpaths between buildings, mud patches near entrances, simple wooden stools, abandoned tools like hammers or chisels, woven baskets, animal bones or remains, ash piles from fires, charcoal fragments, rope coils, small fences or stakes, cloth scraps or drying fabrics, barrels or storage containers, crates or wooden boxes, cart tracks on the ground, water puddles in uneven terrain, moss patches on stones, vines creeping on walls, fallen leaves or organic debris, sand or dust accumulation in corners, simple market leftovers like spilled grain or fruit, training dummies near barracks, broken shields or discarded equipment, fishing nets for coastal maps, scattered reeds or grasses near water.

These kinds of elements help tell a story about daily life and activity, making the world feel more dynamic and grounded without overcomplicating the gameplay layer.

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Would it be possible to have biome/map texture specific decals? Like for example for snowy maps for the decal dirt to be snow, for desert maps for the decal dirt to be sand, etc. Since atm, if @Alexandermb goes ahead and gives the Spartans mud/moss decals it will look very strange in winter and desert maps.

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